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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.
If you are moving things around yourself, rigidbodies with the is kinesmatic flag checked could work.
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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