Hi I'm building a scene with a flat hierarchy and almost 2000 meshes. Everything is within the frustum at any given time, it is a visualizer for a complex 3d object composed of the 2000 meshes. I am trying to do ray picking of the various component meshes that make up this complex object, it works perfectly when a MeshCollider is added to each of the MeshFilter in an Editor script.
However there is a severe loading time penalty when loading on IOS and Android. I changed the colliders to Spheres and the loading delay is gone. However i can't perform picking via spheres, many of the meshes overlay on top of each other.
I need per-triangle accuracy for ray picking, but i can't afford the slow load time of MeshColliders. So 2 questions:
a) why is MeshCollider loading slow? What can be done to improve it?
b) Are there any alternatives to per-triangle picking apart from MeshColliders?
Thank you.
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