Hi all,
I’m pretty new to this engine (I was a big Gamemaker guy back in the day) so I’m still trying to get procedural colliders figured out. See, I’m starting on a 2D physics sandbox game, which would have hi-res deformable terrain. If anybody’s played the Worms series by Team17 you’ll know what I’m talking about. I’m just unsure of two things:
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How efficiently does Unity handle LARGE 2d arrays, or large numbers of moderately sized arrays versus other methods of saving lots of data, like modifying an image or using rasters.
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How can I have a single collider manage terrain that may not be continuous. There could be floating or severed sections, and I don’t think making a new collider for those is efficient or necessary.
Thanks in advance!