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Question by alexnode · Apr 07, 2010 at 02:33 PM · collisioneditorcolliderperformanceimport

Does it cost in performance if I have mesh colliders without a mesh attached?

I have a method of importing meshes with separate collision meshes. In my import settings I click generate colliders. Before I make them a prefab I drag them in the viewport then I delete the collision meshes from the objects that are not named collision something. But I don't delete the mesh collider component because it says that I will lose my connection with the original model. Does unity discard these null mesh collider when playing or it costs something?

Am I doing it all wrong ?

In short I use one invisible mesh collider for all the objects and I delete from all the rest of the objects the mesh attached to the mesh collider component (but not the mesh collider component itself). I do that so I can keep ovewriting files from 3ds apps and update automatically my prefabs.

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Answer by Eric5h5 · Apr 07, 2010 at 08:18 PM

When it says the thing about losing the connection, just do it. It doesn't hurt anything and is not an error. Having a component does cost something; not sure how much in this case, but there if there's no point having it, then get rid of it.

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avatar image alexnode · Apr 08, 2010 at 08:09 AM 0
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Thanks Eric , I found it a bit confusing but I tried a few experiments and I think that I won't need to reimport if I do the changes. I will let you know when if need to reassign manually everything in the future!!!

avatar image Eric5h5 · Apr 08, 2010 at 08:31 AM 0
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@alexnode: I'm sure you will. ;) But creating prefabs properly, which you seem to be doing, will keep everything linked nicely, so I don't think you have to worry.

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