Hey, I don’t mean to knock a terrain around like a beach ball, I just want to take advantage of the collider.attachedRigidbody the raycast have to avoid a bunch of messy code.
if i set a terrain with a kinematic rigidbody, will it funk up the physics system or induce a whole lot of overhead?
I don’t see a reason for this to be an issue. Having a kinematic rigidbody in a terrain collider shouldn’t cause any overhead. The difference is that scripts attached to the terrain could listen to the collision messages OnCollisionEnter, OnCollisionStay and OnCollisionLeave. These messages wouldn’t be invoked without a rigidbody.
as i said in the first post, i want to use the raycastHit.collider.attachedRigidbody.
i have some systems that work with raycasting (like a bullet hit effect for example) and i need a way to include the terrain with all the rigidbodies that i have and i don’t want to implement a new solution like an interface with a GetRoot() or what ever.
I don’t need it to actually be a dynamic rigidbody.