

When this setting is disabled, the physics engine uses a faster cooking time instead, and produces results as fast as possible. This affects the performance of the physics queries and contacts generation. When enabled, this runs some extra steps to guarantee the resulting Mesh is optimal for run-time performance. Makes the physics engine cook Meshes for faster simulation. More info See in Glossary ignore it.Įnable or disable the Mesh cooking options that affect how the physics engine processes Meshes.ĭisables all of the Cooking Options listed below.Įnables all of the Cooking Options listed below. Convex Mesh Colliders are limited to 255 triangles.Įnable this checkbox to make Unity use this Collider for triggering events, and the physics engine A system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. Properties PropertyĮnable the checkbox to make the Mesh Collider collide with other Mesh Colliders. Mesh Colliders that are marked as Convex can collide with other Mesh Colliders. More info See in Glossary detection than using primitives for complicated Meshes. It is more accurate for collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary based on that Mesh. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. The Mesh Collider takes a Mesh Asset and builds its Collider An invisible shape that is used to handle physical collisions for an object.
