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Complex Animated mesh and Colliders
I have a ship mesh, a fairly complex one, which I want to use in a physics game, where there'll be a lot of objects inside the ship. The game is in the First Person and third-person perspective, and to make it a bit more immersive I want to animate the boat, so it's rocking a bit.
My problem is the colliders. Since this is a complex model, with various architecture on it (eg. Railings, masts, interior rooms), I initially simply wanted to use a static mesh collider- This would solve most of my problems instantly, but the thing is, you can't animate a static object (which makes sense). So now I tried building a lot of colliders, (I used the asset Concave Collider, to assist me) and I'm probably around halfway done. I just did a bit of testing, and I already dropped almost 200fps, simply from adding the colliders to my animated ship. Since my game is a physics game, I need the colliders to be fairly precise, but the drop in performance already, is simply too expensive, as there will be a significant drop, once I start adding the other physics objects.
So in short my question is:
Are there any (easier) way of doing complex colliders, without killing the performance?
Alternatively, if I go for a static collider (meaning no animation), do you have any hints on how to 'fake' ship movement? Adding some 'noise' to the main camera is not really giving me the results I was hoping for.
Thanks in advance for your time.
Use Collider the way open world normally use. Custom Colliders contain only 1 box and many circle Colliders on the edge for Big $$anonymous$$esh object. And Colliders only become active when player is close. Any Object far from player or not in view will not be animated or have physics
Answer by anthot4 · May 29, 2018 at 02:56 PM
Its best to make complex colliders up from lots of primative (cube, sphere etc) colliders. That way it saves a lot of performance.