What is the fastest between :

Got a hitbox manually set during the modeling process.

I’m importing it with the animated model in Unity, just to traduce it with no big transform operations.

What is the fastest between :

a) Create a BoxCollider that would copy paste the imported one’s transforms in realtime ?

b) put a MeshCollider on the imported box ?

Don’t understand the question. Editor workflow? A mesh collider can be applied on import but it can’t interact with other mesh colliders. What you use the box for probably matters most.

Oh sorry, didn’t write all the precisions :roll:

So it’s a hitBox for a character, basically. It would react to another hitBox from the same class.

After a lot of different collider calculation methods, I came with the idea of recording transforms manually, with a keyframed box, directly in my 3D animation software.

Then when I import my character’s animation, there goes the keyframed box too, which is some kind of reference for hit collisions with the char.

There goes my interrogation in the first post :wink:

P.S : Keyframed box because it’s a fighting game, collisions have to be ultra precise.