[SOLVED]MeshCollider in Unity?

Chipmunk2D Bindings for the Unity3D engine
compass3
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Re: cpPolyValidate in Unity?

Post by compass3 »

By the way, the FPS currently using chipmunk is fine. I wrote some code to calculate least segments for the mesh collider. Currently, I did not turn off PhysX, so there are both physics engine running. And the chipmunk version(2 engines) is same FPS with the PhysX version(only PhysX).
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slembcke
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Re: cpPolyValidate in Unity?

Post by slembcke »

I don't think you can actually turn PhysX off in Unity other than just not have any PhysX objects in your scene. I wouldn't really worry about it too much. The performance and memory usage is going to be pretty small if you don't have any objects.
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compass3
Posts: 37
Joined: Fri Aug 30, 2013 4:27 pm
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Re: cpPolyValidate in Unity?

Post by compass3 »

slembcke wrote:I don't think you can actually turn PhysX off in Unity other than just not have any PhysX objects in your scene. I wouldn't really worry about it too much. The performance and memory usage is going to be pretty small if you don't have any objects.
Thanks, then I will going to remove the rigid bodies and colliders by PhysX.
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