Maybe “cylindrical channel” sounds too abstract. I think a screenshot can explain clearly:
This game is called “Lamper VR” on iOS/Android platform. A bee flying through a cylindrical channel to collect stuff and avoid obstacle.
I am not a novice in Unity3D but haven’t implemented a scene like this. And plus it’s on a mobile device (weak computational power), Collision detection should be less to save computation power.
Does anyone have worked on this and gimme an idea about this? Thanks in advance.
Probably the cheapest way to do it is to use a bunch of box colliders, assuming that you must actually have colliders. Depending on your control scheme you could likely control a lot of the constraints of movement by hardcoding the limits into the controls and not even need colliders.
You could easily do it purely in a shader (there were tons of old-school demoscene tunnel effects like this) - however, there’s no “correct” answer to this question and, for that reason I’m closing the question as not suitable for UA.