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Question by rmh2016 · Jun 03, 2021 at 11:06 AM · boxcollider

How Many Box Colliders are Too Many?

Dome Image 01

I've nearly finished a model for the Asset Store and was starting to add colliders to it only to find concave colliders aren't a thing (if they ever were). Apparently, the solution is to add primitive colliders:

Dome Image 02 Are 101 box colliders too many? (physics work as expected / maybe could use some more box colliders to give it a more 'rounded' feel).

Thanks,

uf-20210603-1157-boxcolliders-01.jpg (40.1 kB)
uf-20210603-1157-boxcolliders-02.jpg (192.9 kB)
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Answer by FeuerTiger86 · Aug 16, 2021 at 08:49 PM

Concave colliders are a thing, as long as they don't have rigidbodies. So, if this model does not need its own physics, it can have a concave mesh collider. If it needs to have a rigidbody, you could either make a low poly version of the hull and split it up into individual convex parts which then each get their own mesh colliders, or if you want to keep using box colliders, instead of attaching them all to the same object, construct the basic shape out of separate cube objects, because they can be rotated to match your shape better. I recommend doing this in your 3D modeling software, just make sure the objects themselves are rotated, not just the geometry (e.g. in Blender Edit Mode). Remove the mesh renderers and mesh filters from the collider objects.

Here I have made a very basic version of your mesh with just 17 box colliders, however, if you use more that should not be a problem.


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