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73
votes

Async/Time sliced MeshCollider Baking

Physics

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Our application relies on using MeshColliders with large procedural meshes. Because it is VR, the baking time can cause some noticeable frame spikes.

Essentially I just want to throw the idea out into the wind that it would be great to be able to baking the collision data in the background and activate it after a short delay. I believe this is possible because you can transform mesh colliders without fully rebaking the data.

Comments (2)

  1. 0671b5cb864541f7b01d96c39780e169?d=mm

    deus0

    Jan 25, 2018 14:39

    Optimizations for Procedural games are super imported for me :)

  2. F6a71f2f800eddc79fe21621d7bb85e6?d=mm

    JohnMOlsen

    Dec 20, 2017 18:11

    Backgrounding it may not be the best method since you could flood the system with threads by starting a new update faster than it can finish.

    Better would be a way of replacing this:

    _collider.sharedMesh = _updatedMesh;

    with something like this:

    _collider.UpdatePartialSharedMesh(_updatedMesh, fromX, fromY, toX, toY);

    If I only change a tiny section or even a single cell of a 100 x 100 mesh, there's no reason to rebake the whole thing and cost me 40 ms.

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