Primitive+Mesh collider performance...

Hey guys, for a project I am doing I need to have a large number of objects for the player to walk into and I was wondering if I can get away with using mesh colliders for all of the objects?

Is there a big performance hit with doing that even though the player will only really be hitting one at a time? I would like to avoid primitive colliders if I can.

Thanks guys,
-Jeremy

Im curious to. What is the performance difference from primitive to mesh and primitive to primitive?

Bill

Usually you use mesh colliders for level geometry anyway, so i can’t see why mesh-primitive collision would slow you down a lot.

It really depends on the use case though.

Ok thanks Joe. That makes things easier.
-Jeremy

Just a small follow up,

is there any difference between the types of Primitive Colliders in terms of performance? I.e. is the box collider faster than the sphere for instance?

/thanks

This thread contains a summary of the relative efficiency of each collider type. The order is:

Simplest / most efficient
Sphere
Capsule
Box
Mesh
Most complex / slowest

thanks neil,

wonder why that didn’t turn up in my search…

/P

Nitpickingly the order is more like this.

Simplest / most efficient
Box
Sphere
Capsule
Mesh
Most complex / slowest

However, it truly don’t matter for primitives. They are for all practical purposes equally fast.

I would assume that if your player collider’s bounds isn’t touching the majority of other collider’s bounds it shouldn’t matter much.