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Question by zeno490 · Jan 24, 2018 at 05:24 PM · meshcolliderbakephysx

Mesh collider mesh baking much slower offline

Hello, I'm not sure if this is the right place to report a bug but here goes.

We have a very large mesh we import from an FBX, about 361 MB. At runtime, adding a mesh collider causes the PhysX baking process to kick in and it takes about 30 seconds. Too slow to be practical.

By enabling the Player Setting to pre-bake collision meshes when we build, I can confirm that this fixes the above issue and loading/creating the mesh collider is instantaneous at runtime.

However the build now takes 40 minutes to perform the collision baking (as opposed to <1min without the option). This is too high to be normal and the discrepancy with the runtime cost to perform the same action is suspicious.

It seems to me that the offline baking has a bug somewhere. Either it bakes the mesh multiple times (~80 in my case for an empty scene with just that mesh) or it bakes it with different arguments somehow.

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