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Question by Ecoludologist · Oct 19, 2013 at 12:27 PM · mesh colliderbox colliderquad

What is the best collider to use for a simple (1 quad) plane?

Sorry if it's a daft question. I keep reading that mesh colliders are inefficient, but I'm not sure if that's just because most meshes are more complex than the primitives.

If I have a really simple mesh - just 1 quad (i.e. 2 tris) - is it more efficient for me to use a mesh collider, or a box collider with 0 height? (I only need to detect collisions from one side)

Thanks in advance :)

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avatar image meat5000 ♦ · Oct 19, 2013 at 12:28 PM 1
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Note that if a box collider is too thin, objects will pass right throught it and spurious bouncing effects may occur.

avatar image Ecoludologist · Oct 19, 2013 at 12:39 PM 0
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Thanks, meat5000. I should have mentioned that I won't be doing any high speed collisions. Is the bouncing you mention because the other object collides with both sides of the box at the same time?

avatar image meat5000 ♦ · Oct 19, 2013 at 12:45 PM 0
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Check this

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Answer by meat5000 · Oct 19, 2013 at 12:51 PM

It does depends entirely on what you will use it for.

If it is some sort of terrain/scenery, use a mesh collider and click the 'static' button in inspector. If you wish to manipulate it (movement etc) then a box collider will do. Of course (given the above comments) you would need a 'thick' collider but this is perfectly fine if you intend to use only 1 side of the quad.

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avatar image Ecoludologist · Oct 19, 2013 at 01:09 PM 0
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Thanks. It sounds like a static mesh is what I need. As long as I don't add a rigidbody, it will be static, right?

avatar image meat5000 ♦ · Oct 19, 2013 at 01:14 PM 0
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You can make any object static by clicking the box at the top right in the inspector after the object is selected in hierarchy. Static objects with mesh colliders generally have no rigidbody. Note static is not the same as $$anonymous$$inematic.

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