Gameobject collision with entity?

I’m testing with the hyrbid renderer and I’d like to be able to tell when a gameobject collides with an entity. Is that possible? From my tests I’ve only been able to detect collisions between entities.

My second question is would there be a performance benefit to using the hybrid renderer system? I’m building a VR grocery store with thousands of items on the shelves. My idea was to make all the items entities until the player tries to interact with one then instantiate a prefab of the item and destroy the entity version. Would this approach be more performant than using just prefabs in the first place?

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MonoBehavior uses PhysX, while Entities uses custom physics as far I am aware. Which later also can be switched to Havok.

Hence we talking about two different domains, which don’t know about each other. So I would say, they can not interact directly.

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If that is the case I could create entity colliders for the hands and reposition them each frame to match the hand positions. Then I could detect the hand/entity collision that way. But I still don’t know if doing that will increase performance or not. Anyone want to chime in on whether rendering entities vs gameobjects will be faster on the quest?

From my limited understanding I would have to search every entity each frame to see if any items collide with the hands. I have thousands of items.

You may want to use spatial techniques.

Exactly same principles as discussed here
https://discussions.unity.com/t/770517/2

Anyone want to chime in on whether rendering entities vs gameobjects will be faster on the quest?
Entities will be much more performant. But yo can use Graphics API
https://docs.unity3d.com/2019.3/Documentation/ScriptReference/Graphics.html
See for example
DrawMeshInstanced
DrawMeshInstancedIndirect