Question about Collider internals

Hi all,
so this is my setup:

  • SphereColliders attached to geometry, player and enemies, all set with trigger flag = true;
  • collision detection and response TOTALLY custom made, checking sphere positions and radius.

Now I tried to place some logs in the OnTriggerEnter and that gets actually called, so I assume that internally Unity still has some sphere collision detection routines going on? If that’s the case that’s all wasted CPU since I have my own, and the solution would be not using Unity SphereColliders at all and use my custom sphere.

Thoughts?

I guess my first question would be, if you don’t want the trigger callbacks to occur, and if you’re doing all the collision handling yourself, why do you have colliders attached to the game objects in the first place?

Because it was nice to place them in the editor :slight_smile:
Btw I found out the I was wrong, it entered the callback just bc there still was some rigid body that shouldn’t have been there.

you can write own editor tools to do exactly the same thing you know :slight_smile: