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Best practices for a giant moving environement/enemy
Hello, I am currently working on a personal VR game project which bears resemblance to shadow of the colossus.
I don't know how to start on making the only enemy in the game, which is a giant creature ( several stories tall )
The problem I already see coming is performance, since it should be quite a big mesh, and since it will need to be climbable it will probably need to have a mesh collider ( I tought maybe I could do 2 models, one detailed and the other not, and have a mesh collider of the not detailed maybe ? )
Also even without thinking about colliders I feel like having a giant detailed mesh ( and it should need to be detailled since it's pretty much the "world" you are standing on.. also VR ) is going to be all kinds of headaches.
Would it be feasible ( in an interesting way ) to just have a simplified model and add details in unity with props ( that would need to then move with the base mesh animation ) ?
Sorry for my english and for a quite messy question, and thank you for your input !
I don't know much about optimization but i prefer using a combination of a lot of box colliders instead of a mesh collider.....i think it grants more more performance...and so i use simple colliders for almost all objects in my game......but im not sure so i guess you should wait until someone more qualified than me answers
Thanks for the comment ! Yeah I tought about doing this but since the model is going to be quite intricate I think it would make it quite a lot of simple colliders... I'm not against the idea, but since it would take some days I was looking for another way ^^"