[Raycast, Mesh, ECS, Job] Mesh with much vertices. What is the best way to render and collide?
Hi, i need some help to optimize some issues.
what i have to do
I have to raycast a spezify structure (Mesh) to get the normal from RaycastHit. I tested two ways. This Mesh have to do no change in the szene (Same Transform and Shader(Material))
1. Build a big Mesh with the max Count of Verticies of a Mesh (65536). --> Slow --> MeshCollider (not possible)
2. Build a template (pattern) with 72 Vertices and take it as Entity. --> Slow, but better like the first step --> (no Entity) MeshCollider possible --> (Entity) Don't know to add a MeshCollider (the Internet say this is not possible or easy like simple add)
What is the possible way? (more GPU Power is no problem but not the answer)
I hope anybody have some tipps. Thank you
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