I want a lower resolution collider on my generated terrain (mesh, not terrain) than the meshfilter/mesh renderer mesh.
I have tried separating the two multiple different ways in code, and one always adjusts the other, no matter what I do, because it is sharedmesh, and only one mesh filter allowed per object
- High res collider takes long time to generate and I don’t need that kind of accuracy
- I do want the collider to be solid and present at all times, because the pathfinding and AI will use it, regardless if the player sees it, but I want to be able to chunk the terrain display meshes underneath
It seems like the only way this is going to happen is if I make two separate objects, one to generate the display mesh and one to generate the collision mesh.
EDIT: now that I think about it, the long generation times were probably not related to the mesh, I dont think. I dont know. Bleh. Because I thought I was backing out hiRes art maps and low res collider maps, but when Id look at my hires art maps, I was disappointed… …although the time to generate was quick… and they looked just as lo res as the lo res ones… and that is because the collider mesh was “sharing” and overriding the shape of the hi res collider