Hello, I am developing a VR game and as such, want to have colliders that are attached to each bone of the character (e.g. head, arms, legs, etc.). However, I want to minimize the computation required by DeflectHorizontalCollisions and DeflectVerticalCollisions. Therefore, I was wondering if it would be possible to setup just a large capsule collide that encapsulates the entire character, and use only that collider for horizontal / vertical collision detection.
Would the following setup be correct?
On Character: UltimateCharacterLocomotion.ColliderLayerMask = Character Layer Only
On Projectile: Projectile.ImpactLayers = SubCharacter Layer Only
On Character:
Would the following setup be correct?
On Character: UltimateCharacterLocomotion.ColliderLayerMask = Character Layer Only
On Projectile: Projectile.ImpactLayers = SubCharacter Layer Only
On Character:
- Large Capsule Collider (Encapsulating Character): Character Layer
- Body Part Capsule Colliders: SubCharacter Layer