![]() ![]() For organisational sake, it is probably best to simply add the collider to the object the collider represents. Choosing the objects to place the collidersįor the purpose of simply preventing the player from moving into objects, its important to note that it really does not matter what game object you place the collider on. In this case, a simple box would suffice, as the player would still react to the basic shape in practically the same way. In a 3D game, this detail is unlikely to be noticed, apart from your game potentially stalling to calculate collision due to the far more complex collider. In the real world, you could feel the detail on the bricks, and in indent of the mortar between each brick. Consider the detail in your game objects. If you made the ground using terrain editing, in Unity, you probably already have one of these in your project.Ĭhoosing between them depends on the object you are placing the collider on, how detailed you want your collision to be, and how efficient you want your collider to be. You should not be specifically creating one of these, as they only provide collision for the Unity terrain object, and are loaded in by default. ![]() Terrain Collider: A collider derived from a terrain object.Remember, the more polygons, the more complex the collider. ![]() While this is the way to go for more complex models where basic shapes simply won't cut it, you would normally make a specific collider object from your 3D model, by scaling down its polygon count. By default, this will automatically link to the model you are currently using on the game object.
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