Just to briefly explain the game I’m working on:
It’s a 2D physics game using 3D graphics for the iPad and iPhone. I have a concave mesh collider set up for the game world, and there will be numerous other objects falling on to it and colliding with each other.
Many of these objects are irregular concave shapes, so I cannot use convex mesh colliders because it would be inaccurate to the shapes of the objects. I want to avoid using primitive colliders (box/sphere/capsule) so the collision is as close to the render mesh as possible.
Now, to get around the limitation of not being able to use multiple concave meshes, I had the idea of creating several children of each object. Each child would have its own convex collision, but when combined they would form a concave shape. For example, I could use three cubes to form an L shape (although obviously more complex than cubes otherwise I’d just use box colliders).
Does anyone know if this would be a sensible work-around? Would the extra processing required (2+ meshes per object instead of just 1) make the entire system sluggish, especially as I’m working with iPad and iPhone? Should I only work with one collision mesh per game object?
Any help much appreciated!