I am currently trying to modify meshes in runtime and therefore also updating their colliders at runtime.
Since I am using rather big meshes I was wondering whether it is possible to split an existing mesh (either within Unity or beforehand manually somehow) into multiple submeshes - sorted by “connection” of triangles. This way I could probably achieve a much higher performance since I would not have to modify the “whole” mesh but smaller parts of it.
In Unity 5.6 and older there already was a vertice limit of 65535 which made Unity split the mesh automatically but without paying attention to connected triangles or so and therefore not too useful.
Yeah I've worked with Blender before to modify meshes. I just hoped that it might be possible to do so automatically within Unity for different meshes. I will try modifying it within Blender for now and see whether that helps performance-wise. Thanks though, I appreciate your help!
– SRohdeYou absolutely can split meshes.. You could build a 3D Modeling application with unity. Unity is fully capable of doing practically anything you could imagine. =]
– Carterryan1990Have a look at Sebastian Lagues videos. He teaches mesh handling quite efficiently.
– triangle4studios