If colliders are hand modeled, what would be requirements for them to be like? Would this suffice?
Ideally the collider mesh would be very simple, and almost like a “decimated” version of the normal mesh, with the minimal amount of detail, because the more complex the physics mesh is, the worse performance you can expect if there are many of those.
There is no hard number really, but I’d profile with certain numbers of them, as well as different levels of detail on each mesh, and you should be able to find a nice performance to accuracy ratio that fits your game.
When selling assets in the asset store, it’s quite difficult to guess what those performance requirements would be. Would you say that the image I posted would be appropriate?
That doesn’t look like its too detailed to use, so I think that level of detail probably won’t be an issue for most platforms. For mobile, you might consider a little bit lower detailed mesh (but since its high detail graphical mesh I imagine your not aiming for mobile with this asset).
Thanks! Yes, I am not aiming for mobile with that one. I created another collision for model. This is again just boxes and cylinders for the most. But I wanted to make it so that players could drop something into the well, so the inner walls are there. Total is about 350 tris for the collision on this one.
Man, I really wish Asset Store approves my products.
You could also include multiple collider meshes that the developer can choose based on their need. Someone who is using that well as a central part of their story, needing to drop something in or retrieve something, is going to have different requirements from someone just using the well as scenery.