hey, in my game i have a tree with a collider attached, each time an axe object collides with the tree, the tree animates another stage of falling over. when the tree finally falls over, it switches collider to one shaped like the fallen over tree. my problem is that my game usually runs at 600 fps, but drops to 10 fps when the animations are playing.
both the colliders are quite detailed but i didn't think it was possible for one animated object to have such a high frame rate cost.
Generating Mesh Colliders on the fly for static objects is fine, but when it’s a moving object, that is when it takes a considerable toll on your CPU. You may want to consider turning off “Generate Colliders” for your animation, since you don’t really need the geometry ( I’m assuming ) after your collision.
Generating colliders for complicated geometry is fine for static objects, but when an animation is playing, the constant movement of the colliders is generated on the fly, which if you think about it can take a considerable toll on your CPU ( not GPU ). I’m assuming you don’t need the colliders during your animation, so your best bet is to turn off the colliders during animation ( “Generate Colliders” in the FBX importer ), and then re activate them upon animation completion.