I have a large Game Object that has many children (20 - 30 objects) each with their own mesh collider. For some reason, about half of my children's colliders are being overridden by the parent's collider because they maybe slightly behind it at a certain angle. (i.e. Raycast on the car_door
and it returns the car_frame
parent object) At first I thought it would be as easy as inflating the mesh colliders, but I found out very quickly that will not work as it is very memory intensive. So my main concern is how would I combat this situation? Are there any workarounds to Inflate Mesh that are not so memory intensive?
I would like to stay away from creating individual box colliders and such just based on the sheer number of objects I am dealing with. I would really like the solution to be scalable.
For my specific needs simply using a concave mesh collider seems to be the best option as of right now, (i.e. making sure that convex is not checked in the inspector) unless someone else comes along with a better solution. Luckily, I am not doing a lot of collision detection.