Hello everyone : ) I have a few questions regarding level design for my game (which is aiming to be Platformer/RPG). I am creating my own art for it, and before I make too many things, I wanted to figure out how I was going to implement the collisions. I currently am using blank gameobjects with just their transform components and 2D box/edge colliders. It seems like a great idea to me (for my character to walk on, jump through, etc).
I am wondering (as I have little experience as of now in being able to tell the difference) if this is an ok way to implement my collision v.s. using built in drag and drop tilemap manipulating, because those objects have individual colliders on/encasing them?
I am working on developing this game for PC, how many colliders can levels hold without crippling CPU and framerates? I have attached an image that shows an example of an image that is 350x198px whose file size is 240KB. I know I have not factored other elements such as animations, enemy objects, collectables… etc. But that current image has a few box and edge colliders. I also understand different collider types and sizes will affect this, but at what point are you like… there is way too much going on in the screen/scene?
I do plan on having scenes switching as well, but I won’t get into that yet. I just want to focus on getting a more solid direction of what I need to be working on. Should I focus on having my backgrounds just for the aesthetics without colliders and be using a tile map editing for my brick tiles/anything traversable/interact-able? Are there methods for carving a level size box collider?
Also pointing me to documentation and or articles would be great!
I appreciate any responses, assistance, or advice provided, thank you for taking the time to read! : )
-Adam
