I made this ‘amazing’ car in Blender…if it matters, the body and windows are 2 separate meshes*, ignore the wheels.
And I am curious what the best practice to handle collisions is. I want the player collision to follow the angles of the windows.
Using CollisionFidelity – Precise seems to give good results, but I hear it is heavy on server resources.
Using CollisionFidelity – Hull apparently uses less server resources, but the player doesn’t follow the shape of the car very well, (there is a noticeable gap between the car and the player in certain corners)
Otherwise, I make the car NoCollide and use basic Studio parts to make my own collision box. (partially transparent to show it has a hollow cavity on the inside)
This collision box gives near perfect results and uses 9 blocks and 2 wedges.
From my understanding, the game handles physics for basic Studio parts very well.
So, what’s the best way to deal with collisions here, or with even more complex objects? My primary focus here is minimal server resource usage.
Any suggestions/advice is appreciated!
Thanks!