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Do you need a collider to Raycast?
you can always use a collider set as a trigger. This will not cause collision with objects but will let you hit with rays and what not.
Does Raycast need Rigidbody?
Raycast from need to have a Rigidbody component on it? No. Just a collider not set to be a trigger.
What is Raycast in unity?
A raycast is, essentially, a ray that gets sent out from a position in 3D or 2D space and moves in a specific direction. Unity 3D has built-in functions that can be used to implement a Raycast in your game.
How to avoid raycasting in unity without colliders?
1) Try to not raycast against meshes with a large amount of triangles. Unity has to search through all the triangles to find which one was hit. No matter how efficient Unity might be at sorting through them with a quad-tree or whatnot, it obviously will take a lot of time. 2) Use culling masks to eliminate things you don’t want to raycast against.
How to calculate collision mesh in raycast without colliders?
Debug.LogError(” [SkinnedCollisionHelper] “+ gameObject.name +” is missing SkinnedMeshRenderer or MeshCollider!”); /// Manually recalculates the collision mesh of the skinned mesh on this object. // Now get the local positions of all weighted indices… // Now convert each point into local coordinates of this object.
What kind of raycast is used in voxel games?
I am doing a Voxel game and my engine was using Physics.raycasts and Mesh colliders for getting the coordinates of the block you clicked on until now.
Why did I remove the mesh Collider in Unity3D?
I decided to remove the mesh collider, because it was just eating too much performance in some situations and I got fps dropdowns to 0.1fps for a few seconds (eg you should be able to scroll through the y-layers) and I only needed it for raycasting. I don’t use any other physics related stuff.