Imagine I have a mesh that has 5 UBX boxes imported with the mesh from maya as collision. Now, If I convert that really simple collision into UCX via the static mesh editor, How much more expensive is that collision going to be come runtime? (Bearing in mind it’s simply 5 cubes)
I’m thinking of doing this to quite a lot of meshes to allow me to scale them and mirror them correctly. Is it going to cause any major problems? is it lots more expensive than using box collision?
Thanks for the reply. It’s good to know that you haven’t had any problems with it, which is encouraging.
Though just to be clear, the collision isn’t FOR a box or sphere.(it’s actually for things like stairwells, walls, girders, etc. Things you would find in a modular building set that might need to be scaled non-uniformly)
I’m talking about the simple collision types when exporting from a 3d package ( UBX - Simple Box collision, which can also be created in the SM editor)
The UBX collisions are quicker to calculate I know, But I’m trying to figure out how much quicker the UBX collision is as opposed to the same complexity collision mesh being used as UCX.
It seems that UBX has a lot of restrictions, especially when looking at making modular building assets.