Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by jordantotty · Jul 21, 2013 at 08:05 AM · meshcolliderslag

Collisions... without colliders? :P

Hey guys, I'm working on a game currently that generates a procedural mesh, this means that hundreds of mesh colliders need to be added to every mesh. This results in large lag spikes, especially on the iPhone. If I disable the mesh colliders from the spawning script, there is zero lag and the world generates perfectly! (minus the player falling through the ground). I was wondering if there was a way I could detect the collision between the player and the world mesh without using colliders? Any help is appreciated thanks!

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DaveA · Jul 21, 2013 at 08:07 AM 0
Share

What do you mean 'hundereds of mesh colliders need to be added to every mesh'? Only one mesh collider per mesh should be possible. Unless you put them in separate GameObjects. What is the 'world mesh'?

avatar image jordantotty · Jul 21, 2013 at 08:10 AM 0
Share

Sorry let me elaborate, The world is seperated into seperate "chunks" which are meshes, The map is generated out of a lot of chunks to make a segment of the map, when you reach the edge of this segment another segment is generated therefore more chunks are generated therefore a lot of mesh colliders are needed.

4 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by IgorAherne · Jul 21, 2013 at 08:15 AM

Hm, did you try occlusion culling?

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image jordantotty · Jul 21, 2013 at 08:19 AM 0
Share

Ohhh the problem isn't the amount of mesh colliders in the scene, it's that 100's of mesh colliders are being generated at once.

avatar image
0

Answer by jordantotty · Jul 21, 2013 at 08:17 AM

Could you please give me an example? :3

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by jordantotty · Jul 21, 2013 at 10:53 AM

Ohhhh, the problem isn't the amount of mesh colliders in the scene, the lag is from 100's of mesh colliders being generated at once. :)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Chiroculon · Apr 06, 2017 at 10:04 PM

@jordantotty Since you only want to check for collisions between the player and the world, you could start by only creating the colliders close to the player and add the others as needed.

Also, consider using simpler colliders.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem with non convex mesh colliders 4 Answers

How to increase performance with a lot of meshes (and large meshes)? 1 Answer

Colliders on this spider 1 Answer

Collision with Plane fails 0 Answers

How to correct add collider to every child of gameobject? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges