-
-
Notifications
You must be signed in to change notification settings - Fork 9
Open
Description
There are several cases that:
- It might be possible to occasionally transform child mesh
- It might be possible to occasionally transform the already generated static mergedMesh
I know there is a kinematicCollider, yet it is too expensive to use since it is updating transform on every frame, and like staticCollider, once a bvh is constructed, there is no way to update it, and the rerender of the collider will trigger the child meshes' rerender.
It would be more convenient to provide interface for update mergedMesh's transform and refit/recomposing boundsTree.
Metadata
Metadata
Assignees
Labels
No labels