I have a list of AI which each move across a map. Each AI has a rigidbody, and has gravity applied to them. The map is composed of a list of “chunks”, with each chunk consisting of a single mesh collider. In my code, I already determine the chunk an AI is on top of for pathfinding purposes.
An AI will only collide with a single chunk. I’m assuming Unity’s collision detection system would speed up if I told it explicitly which colliders to check for collisions between. Is this possible? If it is, would it actually improve game performance, or should I let Unity handle figuring out collisions on its own? Obviously, the effectiveness of this will depend on the implementation, but I’m looking for general answers.
Also: this is for a game jam which is due in a few days. The game will be run on WebGL, so I’m looking for tangible performance boosts that can be programmed quickly. Thanks for the help!