Your a lifesaver! I'm glad to have come across this video. I usually preferred mesh colliders in smaller scenes because you get more accurate movement or interaction with the object while playing, like being able to crawl under a table apposed to it being solid? If you were to step on the seat of the chair while it had a box collider, you would be levitating a few feet off the chair, so I still think in certain situations a mesh collider might still be better. But if I hadn't heard you mention the math there I probably wouldn't have even considered the poly count going into the millions... You likely saved me from getting many headaches in the future when making open world scenes/games to make heavier use of box colliders for performance.
Ive learned that when making props for source engine games (like gmod) it helps to have a super low poly mesh inside your prop, you could make it a simple box with 6 sides or add a bit of realism and make it a mesh with 10 to 16 sides
I already knew box colliders are better than mesh colliders...but your explanation (at around 1:00 specifically) got me to understand the WHY in simple terms...its (more or less) like adding more tris to the object, tris that, while invisible, have to be calculated. Thanks! :D P.s. any thoughts on disabling mesh colliders at a distance? (like a trigger than enables/disables grouped mesh colliders)
What about a custom collider made in blender for static objects? There you can have 2 or 1 boxes for seat and back of the chair to make it more closer actual model displayed.
Adore your content! It’s the whole reason I started making tutorials. Do you have a discord btw? Would be insane to be able to show you all the magic we’ve all made based off your tutorials!!
Your a lifesaver!
I'm glad to have come across this video. I usually preferred mesh colliders in smaller scenes because you get more accurate movement or interaction with the object while playing, like being able to crawl under a table apposed to it being solid? If you were to step on the seat of the chair while it had a box collider, you would be levitating a few feet off the chair, so I still think in certain situations a mesh collider might still be better. But if I hadn't heard you mention the math there I probably wouldn't have even considered the poly count going into the millions... You likely saved me from getting many headaches in the future when making open world scenes/games to make heavier use of box colliders for performance.
Ive learned that when making props for source engine games (like gmod) it helps to have a super low poly mesh inside your prop, you could make it a simple box with 6 sides or add a bit of realism and make it a mesh with 10 to 16 sides
I already knew box colliders are better than mesh colliders...but your explanation (at around 1:00 specifically) got me to understand the WHY in simple terms...its (more or less) like adding more tris to the object, tris that, while invisible, have to be calculated.
Thanks! :D
P.s. any thoughts on disabling mesh colliders at a distance? (like a trigger than enables/disables grouped mesh colliders)
yo, youre an actual life saver. my game went from 75fps average to over 100. youre the best
What about a custom collider made in blender for static objects? There you can have 2 or 1 boxes for seat and back of the chair to make it more closer actual model displayed.
Can mesh collider reduce frame rate?
yes
please make a tutorial about snake game
Will box collider reduce the performance on mobile device?
no, it will improve performance. it’s what we talked about in this video
i prefer mesh colliders
sure, if you wanna have an unnecessary amount of resources used up
Adore your content! It’s the whole reason I started making tutorials. Do you have a discord btw? Would be insane to be able to show you all the magic we’ve all made based off your tutorials!!