Hey all,

So it seems like the ok limit of collision primitives per model is sitting around 20. I have one mesh that's slightly more complex with 63 collision primitives. My question is, if I were to divide the mesh into 3 pieces with 21 collision primitives each, would it make a big performance difference? I mean, in every situation that the model is used, its going to require all 3 pieces so I figured if they're all one mesh with 63 primitives, it'd be the same thing as 3 x 21, but I'm not sure if the math translates the same as far as the engine sees it. Any insight on how the engine handles this would be greatly appreciated.

So it seems like the ok limit of collision primitives per model is sitting around 20. I have one mesh that's slightly more complex with 63 collision primitives. My question is, if I were to divide the mesh into 3 pieces with 21 collision primitives each, would it make a big performance difference? I mean, in every situation that the model is used, its going to require all 3 pieces so I figured if they're all one mesh with 63 primitives, it'd be the same thing as 3 x 21, but I'm not sure if the math translates the same as far as the engine sees it. Any insight on how the engine handles this would be greatly appreciated.

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