Kinematic mobile mesh vs instanced mesh
Posted: Fri Feb 10, 2017 9:46 am
Hello!
I have another question. I have a scenario where I'm using a simple entity (like a box or sphere) as a trigger for detecting other objects that enter it (firing a collision event). All of them are kinematic, there's no dynamics involved in this.
This works fine when I move another simple entity into its volume, but not when I position an InstancedMesh into it. However it works the other way around, if I move the trigger into InstancedMesh, it fires the collision event.
What would be the best way to make it work both ways? Should I use mobile mesh instead (keeping it kinematic and setting a group rule so it only solves overlaps with entities in the "trigger" group and not with each other) or is there a simpler way to trigger the update when moving the InstancedMesh?
Are there any overheads of kinematic mobile mesh (with collision rule enabling it selectively with a few other collidables) that I should be aware of compared to using InstancedMesh?
I have another question. I have a scenario where I'm using a simple entity (like a box or sphere) as a trigger for detecting other objects that enter it (firing a collision event). All of them are kinematic, there's no dynamics involved in this.
This works fine when I move another simple entity into its volume, but not when I position an InstancedMesh into it. However it works the other way around, if I move the trigger into InstancedMesh, it fires the collision event.
What would be the best way to make it work both ways? Should I use mobile mesh instead (keeping it kinematic and setting a group rule so it only solves overlaps with entities in the "trigger" group and not with each other) or is there a simpler way to trigger the update when moving the InstancedMesh?
Are there any overheads of kinematic mobile mesh (with collision rule enabling it selectively with a few other collidables) that I should be aware of compared to using InstancedMesh?