if you want to have a sphere (eg of visibility or reach) around a character, what is the best way to do so in terms of performance
using collision volumes on the perimeter of the character or periodically using some trace (line, box, sphere etc) by channel etc
So it would be kind of dependent on what the sphere is for! Generally you want to use a sphere trace when you want the player to choose to do something, whereas if you’re wanting it to be aim-based, you’d draw a line trace on tick!
Spheres are pretty performant already (when choosing between collider or sphere trace). Can you provide more detail about what you are trying to make?
Also something to note is traces are great for detection but the sphere will not be detectable by other forms of detection, so if the sphere needs to be detectable in some way use a collider set as a trigger.
consider the case of an ai animal needing to run away from an enemy
it will not be limited to the direct radius of the character, but a broader range
i thought of putting collision volumes like box collision on the edges of the character’s outer radius as an implementation of the collision method / approach
but there is also the trace approach (line trace etc) done periodically
was wondering which approach would be best performance wise also when the number of characters start to increase