Hello,
I am making a game using character controllers, for both the player and the enemies.
I want to have big crowds of enemies, so I need them to be efficient. But these enemies have a sphere collider attached, which is used for player detection (basically aggro zone). This collider, since character controllers don’t have rigidbodies, is considered as static, and in the profiler it eats performance.
I read that for my colliders to be dynamic I need to add a rigidbody, but doesn’t the fact of adding a rigidbody completely breaks the principle of the character controller? Won’t it cause other performance issues?
Basically, I am wondering how to have colliders (trigger colliders actually) attached to a character controller, without breaking the performance. Is that possible?