Hiya all; I'm doing some mesh deforming on the iPhone.
I'm aware that when you deform a mesh and then reassign that mesh to the mesh collider, PhysX performs some incredibly slow mesh optimizations.
Is there any way to prevent this from happening (perhaps in Xcode)?
All the best,
Joel.
The only way to get rid of the mesh cooking is by making sure the mesh is not used in colliders anywhere. The cooking is not so much optimization, as preprocessing of the mesh, so it can be used by PhysX at all - PhysX does not have an option to use a mesh without cooking. Maybe you can find some solution which does not require updating the collision mesh all the time? Or using a simpler mesh for collision then for rendering?