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Question by Macro · Apr 08, 2014 at 08:15 PM · rigidbodytransformcharactercontrollercollisiondetection

What is the minimum you need for collision detection to work?

I am looking at different movement mechanisms and am prototyping a dynasty warriors style game, however as there will be lots of things on screen and I do not really need fancy physics and ragdolls I just need people to stick to the terrain and bump into other colliders.

Now I tried character controller as that seemed simplest to use but it seems VERY slow if you have > 40 things active with one. So then I looked at rigid bodies but that is seemingly becoming a bit of a pain to configure and use, although it seems more performant it has a lot of features I do not need. So then we come to other options and I guess doing raw transforms is going to be the fastest however I do not want to re-invent collision detection, so I am not sure if there are any other methods I am not aware of.

So in the prototype scenario I have a character with a capsule collider and I have a terrain with a collider and a few random meshes dotted around with box colliders. I need to be able to move around smoothly in a 3rd person view while also adhering to the terrain and not being able to walk through other colliders...

Any advice would be good.

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avatar image thomasindustry · Apr 08, 2014 at 08:45 PM 0
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If you are moving things around yourself, rigidbodies with the is kinesmatic flag checked could work.

avatar image Macro · Apr 08, 2014 at 09:09 PM 0
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I thought about this, but if I were to use Is$$anonymous$$inematic doesnt it just ignore all collisions, as my character just floats in the air... It seems like rigid bodies offer the most versatility for collisions based upon documentation: http://docs.unity3d.com/Documentation/Components/class-BoxCollider.html however I am just worried that as I wont be using much of the rigidbody features it would just be an overhead I dont need... but I dont know how performant they are... maybe its not even worth worrying about.

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