just a question...
in my game I have gameobjects (grind rails) with trigger zones that they use to send data to the player's character controller when relevant. however, the workflow for creating the grind rails involves me placing a bunch of box colliders manually, since I've not found a way to automate/speed up this process (mesh colliders from a procedurally created mesh don't work, since mesh colliders can only be convex, meaning a whole bunch of unwanted space is filled in).
so, I've considered doing away with triggers altogether and simply comparing the distance between each rail in the scene (and then each segment on the rail) to find a suitable grind point, each frame when relevant.
I was just wondering if there would be any performance implications with this approach compared to trigger zones?
keeping in mind there would probably be 50-100 grind rails in a scene max, as a ballpark. (I would also only compare distance with individual grind segments if the rail itself is within a certain distance to the player, to avoid superfluous calculations).