Hi you all!
I'm interested in implementing a meshless deformation component for Unity. I already have the code that simulates the deformations - what I'd like to do is use Unity's physics to detect mesh interpenetration.
The Unity documentation apparently says that the only way to receive physics collision events is to have a rigid body component attached to the collider, but since the objects I'm trying to simulate are deformable (non rigid), I can't use this. I'm moving the vertices of my deformable mesh individually (each vertex has its own speed).
How can I know exactly which vertices of a mesh in a MeshCollider are colliding (are inside) other colliders?