I have a question whether high collision (PreciseConvexDecomposition) fidelity is better in some scenarios compared to default collision fidelity. Here is the example:
Obviously PreciseConvex is way less triangles but I’m unsure if the calculation done is more optimized then the default roblox one. The main reason I’m saying this is for very large scale maps that have extensive amounts of assets and secondly if for simplified models I should just be using high collision fidelity over default.
That’s a very good question actually, I’m honestly not sure though, like yourself; I’ve always considered, what you call the “high collision” one to be more intensive, requires more resources to have the perfect-as-posibble collision.
However, for Meshes/Union Operations that don’t necessarily need collision, nor does it matter to them, I always tend to put Box on, as it’s just a box collision… Box around the object. Sometimes I will use Hull, which is similar to Box but it attempts to cut a bit more corners rather than just being one big Box, which can be handy with big Meshes.
Absolutely in the same sense when hull collision is appropriate, but the main question is in regards to an asset being either high collision or default.
If your mesh doesn’t need precise collisions, use Box or Hull instead. This definitely helps with performance and it is much more noticeable when you have either a detailed or large map.