As someone that thinks PicaVoxel looks quite neat, I do have a (possibly stupid) newbie question. I checked both the manual and forum before asking, so I hope I didn't miss the answer already answered - I can say I tried looking!
So, say I want to make a voxely game. I also want to use Unity's physics. Using Unity's physics is all good, but the problem of course comes when we get to how PicaVoxel does collisions, from what I understand.
My questions therefore are: -For voxely "terrain", I would either need box colliders (if simple) or the mesh collider (for any chunk that isn't simple). How many "chunks" would I be able to give mesh colliders reasonably without making performance blow up? 20? 30? Is that already too much? Is more okay? What's the rule of thumb? If it helps, for "area" voxels of this nature, I am likely going to have each voxel represent a size of 1x1x1 Unity unit, ie one "meter", the distance my character is able to jump. Details like grass, trees, statues and the like would be done with smaller volumes without mesh colliders. -Assuming that I get to a point where I have to add mesh colliders often (for the individual scenes and rooms) and that I can do so without making performance go haywire, is it possible for me to modify the "generate mesh only copy" function to automatically add a mesh collider to every chunk?
Thank you for answering, in case you decide to do so! :)