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Question by gfdw · Jul 30, 2020 at 07:12 AM · fpscollidersraycastingperformance optimization

Eyetracking and colliders,Mesh or Box colliders for static objects for eye tracking

alt text

I'm working on a bigger scene with many buildings for eye tracking data in VR. Since I need colliders for that, I'd like to know if I would get a hard performance problem, when i use mesh colliders instead of box colliders, since they are way more accurate. And I don't have that much experience with that stuff. The buildings are static objects, so how would ray casting handle the difference between those collider types? The frame rate has to be very high for accurate data, so every heavy frame drop should be considered with pro and cons :) hope there are some opinions on that

all the best,Hello people,

I'm having a little problem in a VR project; we do eye tracking and need colliders for our objects. since our buildings in the scene are static, I'd like to know how hard would be the difference between using box colliders or mesh collider for eyetracking. alt text

the box colliders aren't that accurate, but if the performance would drop under 60 fps because of colliders, that wouldn't be good for the eye tracking data at all. since it's a big scene with many many buildings, I'd like to have an oppinion on that before i create that many mesh colliders :)

colliders.png (169.5 kB)
colliders.png (169.5 kB)
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