I’m building a dynamic tile/cell-based maze with collision detection on walls and floor. The floor won’t be continuous, and if for example a pit trap is activated, the floor geometry would change on that cell. Besides, my floor texturing needs to change on a cell-by-cell basis. So I don’t think a single large TerrainCollider is what want.
I’m wondering what the best method would be? e.g. for each floor tile I could:
-Use a small TerrainCollider created at runtime? I’m still not sure TerrainColliders are the thing as they seem to be geared to designing terrain, while I’m doing all the floor modelling in Blender to place as prefab instances.
-Use a BoxCollider? If so can it be zero-thickness, thus being a plane rather than a box?
-Simply go for a MeshCollider? Thought this might be slower though?
Your thoughts?
Also, I’ve seen games (The Elder Scrolls series, notably) where you can actually get stuck in / fall through an edge and basically topple out of a dungeon, falling forever through the digital void :twisted:. Is this phenomenon likely to occur if I have separate floor tiles (even if I align them perfectly)?