I should know these, and I have my own convictions/assumptions on these matters, but I just wanted to check with you guys, all-knowing wizards of Blender.
In terms of collision mesh, is it faster to set it to a solid shape, like, say, a box or sphere, than just to leave “Collision Bounds” disabled (for static meshes, of course, in which case Blender seems to create a triangle mesh, though suspiciously without the performance hit… From my experience, anyways)?
Does enabling “actor” impact performance, at least when an object is not being detected by some sensor (radar, etc.)?
Were I to create a large static environment procedurally in-game, would it be better to leave all physics meshes to themselves (without parents), or to coalesce their collision meshes into one “compound” one by parenting them to a central object with “compound” collision bounds enabled?
Thanks, and I’m sorry for my incompetence o-o