29 March 2017
It seems pretty limiting that the fluid sim can only run against one collider. When it comes to mesh colliders, Unity itself is also pretty limiting. Convex mesh colliders can only have a maximum of 255 polygons. Concave colliders go up to 65536 vertices, but there are limits to the type of colliders that can collide with concave mesh colliders.
The vertex limit on meshes is one of the reasons that PicaVoxel splits up large voxel volumes into chunks.
I would start by testing Fluvio + PicaVoxel by using a small volume of 16x16x16 or fewer voxels. This will mean that only one chunk is used. Test it using Concave and Convex collider modes. Make sure it works before going further down the rabbithole.
If that works, you can play about with the Chunk Size to see if you can fit the voxels you need into one chunk. The chunk size is x*y*z, and doesn't have to be uniform - so a 64*64*1 chunk size is valid for example.
But at the end of the day, if you want to use larger or more complex voxel volumes and Fluvio really is limited to a single collider, then yes - you will need to figure out a way of creating a mesh collider that covers the surface of the entire volume without splitting it up into chunks or exceeding the vertex/polygon limit. If you want to do that and still be able to destruct the PicaVoxel volume at runtime, it'll be a tough ask.
Last edited 29 March 2017