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Question by Kevin 2 · Aug 10, 2010 at 06:48 AM · performancemeshcollider

Mesh Colliders - what is most efficient?

Suppose I have a large model with a lot of polygons. What would be more efficient:

  1. Create 1 large MeshCollider object with lots of polygons
  2. Break up the model into, say, 10 smaller chunks, each with a MeshCollider

My instinct says that (2) should be more efficient, but I don't know since MeshCollider is a black box to me. Does MeshCollider have an early AABB rejection? What is its algorithmic complexity?

Any extra information on the performance aspects of Mesh Collider would be much appreciated.

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avatar image spinaljack · Aug 10, 2010 at 08:34 AM 0
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The most efficient would be not to use mesh colliders and just approximate the shape with box and sphere and capsule colliders

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Answer by jonas-echterhoff · Aug 10, 2010 at 08:26 AM

  1. should be preferable due to lower overhead. PhysX will construct one big AABB tree for all static meshes in the scene.
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avatar image Kevin 2 · Aug 10, 2010 at 03:16 PM 0
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Thanks for the answer, that is good to know. However, what happens if that mesh is, say, a terrain where there are always several objects in its vicinity, and usually within the terrain's total AABB? Will PhysX handle that efficiently?

avatar image Kevin 2 · Aug 10, 2010 at 05:25 PM 0
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BTW, the reason I'm not using the built-in terrain stuff is that I'm working with iPhone. So the question is, if there's a pretty big mesh with lots of triangles, and if there are many objects potentially colliding with it, will PhysX handle that well?

avatar image Cyb3rManiak · Aug 11, 2010 at 02:12 AM 1
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I Imagine it really depends on how many triangles it has. It can't be very good for performance... Especially on the iPhone... But again - this is not from experience. I would imagine also that having too much separate primitive colliders can't be that good either. However, if you are going for the $$anonymous$$eshCollider way - try maybe using a lower-poly simplified mesh with no renderer that covers the higher poly mesh - and use that as a mesh collider ins$$anonymous$$d.

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