After many attempts, I reached this conclusion.
**
Optimal Collision Detection Method for a Shooter Game
After extensive testing and analysis, I have found an efficient and optimized way to handle collision detection in a shooter game.
Final Conclusion: The Best Collision Detection Approach
Use TCastleScene for Each Player Bone
- Every bone should have its own scene without a collider (MeshCollider) or RigidBody.
- This ensures that every part of the player’s body can be targeted accurately.
Use RayCast Instead of Traditional Physics Colliders
- RayCast can detect collisions accurately without updating the mesh collider.
- When a bullet is fired, a RayCast is sent from the bullet to check for collisions with the player’s bones.
- This method ensures real-time, accurate hit detection, even when the player is crouching, prone, or moving dynamically.
Avoid Using MeshCollider or RigidBody for the Main Player
- MeshCollider is very CPU-intensive because it requires continuous updates during animations.
- RigidBody and Physics Colliders should only be used for static objects like buildings, walls, and roads.
Use Physics RayCast Only for Static Objects
- When detecting collisions with the environment, buildings, terrain, Physics RayCast is useful.
- For moving players, use traditional RayCast instead to ensure real-time accuracy.
Key Advantages of This Method:
Reduces CPU Load → No need to constantly update Mesh Colliders.
Increases Collision Accuracy → Every body part can be hit precisely.
Avoids Issues with Player Animation (Crouching, Prone, etc.).
Easier to Implement Bullet Penetration & Damage Calculation.
Final Takeaway:
Use RayCast with bone-based scenes (without physical colliders) for player hit detection, and use Physics RayCast only for static objects like buildings and terrain.
This method provides the best performance and accuracy for modern shooter games!