Physics - MeshColliders Proxy System

Hello everyone,

I would like to create a Proxy system like in the CryEngine : Physics Proxy

But of course in a more simple way. The aim is to retrieve the Proxy from one of the mesh ID and then assign it to the MeshCollider and to use them for collisions.
This way I could avoid multiple gameobjects with primitive colliders and complex MeshColliders.

But I am wondering.

  • What about performances ?
  • What about bones animated objects, I would have to regenerate the MeshCollider every frame.
  • What about collisions, if not convex, no collision between them…

There are several questions concerning such system and I don’t really know if Unity is made to use this kind of collision system.

Thanks !

Nobody has any idea about this ?