I read all the posts on this forum after posting the question, I have found that you wrote a better bullet script that (instead of checking for every volume in the scene, explodes the voxels of the object it collides with. I haven't tested that script yet, but I think that method will be much faster than using my exploder variant (because I will have a lot of objects, most made out of voxel volumes).
I want to ask a few more questions though. I'm working on a robot-figthing game kinda like the real life "robot wars" tournaments. And I'm planning to have parts of robots, I'm planning of making multiple cases/chasises, weapons, and transmission/movement parts (wheels, robotic legs, drone like things) and I was thinking whether I should make the legs animated using voxel frames or.. should I just make them and animate them by changing their position & rotation values? If I were to animate them using the first method, how would I make it so when the robot gets hit, both frames have similar damage(instead of damaging only the active frame, would I need to iterate the script over all frames of animation?)
By the way, how did you manage to make the particle-trail effect on the rockets in your game Jarheads?
And how did you manage to get glowing voxel particles? (I see in jarheads trailer that when something explodes, there are glowing yellow-ish voxel particles flying around)
Thanks for all the help in advance.
Since Unity doesn't allow collisions with concave colliders, my bullets will collide with the mesh and not the voxels, and using the said bullet script might not work even if I step by step, move the collision till it hits the voxel after hitting the said object. (Because robots will have a seperate "motherboard" inside them that other robots can damage by destroying the case/chasis first) I'm thinking, in that case, I would need to create a trigger collider that covers the entire robot, and detect when my bullets collide with that trigger, and then step by step move the bullet further till it hits voxels? Or is there a way to make unity work with concave colliders on moving objects? (rigidbody objects)
Edit: Added another question
Last edited 14 June 2019