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Question by bpears · Jan 24, 2014 at 07:10 AM · colliderperformancepcmesh collidertriangles

Mesh Colliders, best practice for large meshes?

Hello, I'm running a fairly good PC. I have a large mesh I'd like to put a mesh collider on. The mesh is about 60-70k tris. Would this completely murder unity? I am thinking of breaking it up a bit. But I'm not really sure if it would be ok anyway, or what kind of mesh collider range to be shooting for. I'm asking in a very general ballpark, for a good PC ( 3.4GHz quad core, 16RAM).

Edit: It's a static mesh.

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avatar image LijuDeveloper · Jan 24, 2014 at 08:37 AM 0
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Please refer this videos http://unity3d.com/learn/tutorials/modules/beginner/graphics/mesh-renderers-and-filters http://unity3d.com/learn/tutorials/modules/beginner/graphics/meshes

avatar image bpears · Jan 24, 2014 at 08:58 AM 0
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Those say nothing about my question.

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Answer by Ebil · Jan 24, 2014 at 09:01 AM

Mesh colliders should only be used if absolutely neccessary. I dont know how your mesh looks like, but best pratice is to build your own collider from box colliders - if possible.

For example if you have a big statue, but the character would never reach the top of the 100m height statue, you simply put build the collider from box colliders just for the bottom of the statue (as height as the character can reach it).

A perfectly accurate mesh collider is often not neccessary.

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avatar image bpears · Jan 24, 2014 at 09:16 AM 0
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It is necessary in this case.

avatar image Ebil · Jan 24, 2014 at 09:29 AM 0
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Well still - how complex is your mesh, you have a picture impossible to build out of boxes?

avatar image Benproductions1 · Jan 24, 2014 at 09:34 AM 1
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making a separate collision mesh is usually the best idea. Also note that the mesh collider does a lot of optimisation. In many cases a single mesh collider is better than multiple primitive colliders. It also reduces the overhead and complexity of the scene which is very good.

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