Mesh colliders

I have this problem that im trying to get a solution but no answers via my testing so…

I have a lot of object that i need to detect via raycast, but using mesh colliders is making a very huge performance hit!!

So… im searching for a way to use mesh colliders for raycasting detection but disable them for every physics or trigger simulation, is there a way to do that ???

I cant use basic collider shapes because every time i modify or add new models, ill have to configure this shapes as another huge boring step, and also, the shapes of my objects are very particular and there is no chance that they will be close enough to a box or an sphere…

Thanks

.org

Can’t you put the objects into different layers and then make the appropriate calls.

So the clickable, stuff, say is in a layer that doesn’t get involved in the simulations.

Are you saying that putting and object in layer A and another object in layer B will ignore the physics simulation between them completely ?

I want to remove physics simulation and trigger detection in some objects with mesh collider, but still get it to be intersectable with raycasting, i have no problems with raycasting particular objects using layers…

.org

what about isKinematic? I thought that was a physics override.

isKinematic only makes the rigidbody to be not affected by physics, but it can affect other objects by collisions or joints

.org

Shot in the dark, does the raycast collider work?

I just putted basic colliders behind my objects… since there was no solution for my request… sound like a wish ? :smile:

.org