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Question by CarpetHead · Sep 10, 2014 at 03:59 PM · rigidbodytransformscale

I need a kinematic rigidybody to move colliders. What about scale/rotation?

I'm using primitive colliders on my objects. I'm making them scale from 0,0,0 to 1,1,1 when they spawn, to give them an animation when they appear. What is the most performance friendly way of doing this?

Thanks

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Answer by Owen-Reynolds · Sep 10, 2014 at 04:04 PM

Just to answer the performance-friendly part: for doing the initial grow, it's just cosmetic? I'd split the model and the collider, and only scale the model. For example, collider on the parent, make model a child. Or make both children of an empty.

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avatar image CarpetHead · Sep 11, 2014 at 09:03 AM 0
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It's a target for the player to hit, I'd rather them only be able to hit the target at the size it actually is, meaning i would have to scale the collider.

Perhaps i could just avoid that interaction

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