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Questions tagged [meshcollider]

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Mostly a C++ newbie, trying to do a 3D game in Raylib. I have a set of fairly irregular meshes that I'd like to see if a box collider has penetrated. For this project, a fairly high level of accuracy ...
Reverend Speed's user avatar
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I have a very basic mesh imported for this example. I just resized the default blender cube to a more plane-like structure and exported it into glb and then imported it in Godot. In Godot, I created a ...
Wouter Vandenputte's user avatar
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I've been attempting to modify this example project https://github.com/keijiro/ComputeMarchingCubes I'm trying to repurpose it to build terrain. After the Update() ...
Jimmy Diddler's user avatar
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Specifically, I'm looking for any way to see a collision-only item from a Mesh Library in a GridMap. (The tag says "tile map", which it technically isn't; but there's no option for a grid ...
Michael Macha's user avatar
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I have read through hours of forums and tried everything, But this issue still persists. I have attached a video showing the issue as well as all of my collider settings. Any help would be appreciated....
son goku's user avatar
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I have MeshColliders in my scene that are shaped like an hourglass and it works perfectly fine in the editor. However, once I build on XCode and test on my iPhone, ...
fat uality's user avatar
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2 answers
4k views

INTRO: I am trying to achieve a spaceship that flies through space and the pilot can get out of their seat and walk around the ship and place physics objects in it while the ship is moving, rotating, ...
Object's user avatar
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1 answer
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Here is the problem. This is the exterior of the hallway in which my player capsule is standing. Notice the bottom of the capsule poking through the floor. This is the interior of the hallway, notice ...
ChristianOConnor's user avatar
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Hi so I'm quite new to Unity and currently experiencing issues with colliders, a quick summary of what I have. Player > ...
Debug's user avatar
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For my game, I have a tool that lets me quickly create map geometry. You can see a (albeit early version) demo of the tool here. The main problem with the tool is that even a semi-large map can EASILY ...
Garflington's user avatar
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How can I have a Physics.Raycast auto-generate a direction for itself to try to hit a given target through a restricted window of space? [Update] After much work, ...
Microbob's user avatar
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1 answer
604 views

When I try to combine my mesh, it get offset to an other position, but the collider is still at the same place (because i dont delete and add it again). I saw a fix on internet that is to do: ...
Samuel Fyckes's user avatar
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I have a game which involves clicking to select some objects. Each of the objects has a mesh collider attached to it so that objects can be clicked, handled by the following: ...
A. Bollans's user avatar
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I've created a blueprint (well, two of them, as a test since the first one wasn't working right) with an sphere component around a mesh, as in the picture: As you can see, the mesh is well placed ...
Rekesoft's user avatar
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I'm making a game in Unity where when the player comes into contact with an NPC it will switch scenes. I have the code for it and made sure all NPC's have rigidbody as well as using gravity and convex....
Declan Wadsworth's user avatar
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My problem is simple. I imported a 3D object (it's not convex) and I want the character to go under your legs. But this does not happen: There seems to be a way to do this, I just do not know which ...
Boneco Sinforoso's user avatar
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608 views

I have a character being moved using rigidbody.moveposition and I have an floating lowpoly island with a mesh collider. When my player walks into a steep slope or a wall, it passes right through. I ...
JoffLobster's user avatar
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1 answer
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I'm doing a SphereCast for a GroundCheck of a player. I have my Raycast hitInfo, and here in the picture at the left, I Debug.drawRay in black the direction of the hitInfo.normal every frame It seems ...
Ugo Hed's user avatar
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2 answers
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Most of the times I can use the Mesh Filter's mesh as collider in Mesh Collider But sometimes there is just nothing. No ...
Tudvari's user avatar
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1 answer
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I'm creating a level editor in Unity. I need to detect when an object is intersecting another as I don't want to allow the user to place an object when it is colliding with something else. In the ...
mr-matt's user avatar
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1 vote
1 answer
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As in the title, I have an effect prepped for my game which applies certain derived parameters to a post-processing effect after the player enters a boundary I created with ProBuilder. Finding how far ...
Michael Macha's user avatar
2 votes
2 answers
1k views

For components like MeshRenderer, Unity uses two references to mesh through script--mesh, and sharedMesh. My understanding as of yet that setting a "sharedMesh" will affect every GameObject that uses ...
Michael Macha's user avatar
1 vote
1 answer
5k views

I have a series of models from Blender I'm importing to Unity as .blend files and I need mesh colliders applied to each one. What I'm finding is that with any model that is constructed of multiple ...
Nightmare Games's user avatar
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1 answer
465 views

I'm trying to use a mesh collider on the player's avatar, rather than the box collider. I've added the mesh collider to the game object (which also has a rigid body) and selected the "convex" ...
Nightmare Games's user avatar
4 votes
2 answers
3k views

I'm not using the Unity Terrain because it lacks certain features. Amongst them, you cannot tile them: You cannot create concave walls or make holes in it: No custom textures, no detail textures, ...
AzulShiva's user avatar
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6 votes
3 answers
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Do Mesh Colliders slow down performance simply by existing or only when they are colliding? Do they directly impact FPS or do they slow down the in-game physics?
AzulShiva's user avatar
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3 votes
1 answer
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Whenever I add a Rigidbody component to an object with a non-Convex Mesh, Unity throws this error: Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you ...
Aaron Franke's user avatar
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1 answer
590 views

I'm trying to get a very basic "radar" system to work. Right now, I'm not even scanning, just looking at a known target location. ...
Sam Fischer's user avatar
1 vote
1 answer
2k views

I want to build a car using wheel collider, mesh collider and rigidbody. The problem is that unity wants the meshcollider to be convex, and that cannot happen because my base model is bigger than 255 ...
petr herro's user avatar
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2 answers
1k views

I am completely new to Unity 3D, just started to follow some tutorials y'day. I am trying to build a 2D car racing game as a part of my learning (time beating, no opponents). I have a racing track as ...
Berchmans's user avatar
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1 answer
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When you create an object with polygon collider 2d from inspector, unity automatically generates polygon collider that approximately fits the sprite. My question is if there is a way to do that when ...
Tribski's user avatar
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24 votes
4 answers
10k views

What are the benefits of a wall being as a plane or as a box? Should I use a plane with a box collider instead of mesh collider?
Pichi Wuana's user avatar
4 votes
0 answers
1k views

I am working on a voxel game, where everything is one or more chunks of voxels (16x16x16). As voxels can be destroyed the chunk and collision area changes and can of course become non convex. So to ...
ElDuderino's user avatar
6 votes
4 answers
18k views

I have a car that needs a box collider. If the car were 1 single mesh, I would only need to call: boxCol = gameObject.AddComponent<BoxCollider>(); ...
OC_RaizW's user avatar
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1 vote
2 answers
478 views

I am using a PolygonCollider2D to load in points for a MeshCollider at runtime, but am having issues switching between the two at runtime using good coding practices. This is a simplified version of ...
zimooo2's user avatar
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3 votes
0 answers
1k views

I have a bunch of fighter AIs that are doing attack runs on a target (Currently just a cylinder). It is designed to veer off course the moment it gets too close and loop around for another attack ...
DarkDestry's user avatar
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-1 votes
1 answer
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I was trying to make a simulation of an object that needs gravity to work, a hydraulic movement-assistance system for disabled people. All parts are aligned properly, all objects have mesh colliders ...
parseguy's user avatar
1 vote
0 answers
96 views

I am working on a game that has words as obstacles, i.e. the player needs to climb over and around them. There will be hundreds of words in the game therefore I need a way to automate the placement. I ...
thequantumguy01's user avatar
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218 views

So I a made a script that lets the player grab a vertex, move it, and then update the mesh. To help prevent the player from trying to clip it through other objects I made it so the mesh/collider is ...
Sie's user avatar
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2 votes
1 answer
3k views

I'm trying to get my first 3D game done with Unity. In this game the character will be flying through some rings. I made the ring asset with MagicaVoxel, exported it in .obj and reimported in Unity ...
Aurasphere's user avatar
7 votes
2 answers
10k views

The boxes are standing right next to each other, but somehow, the player manages to collide with the ghost edge. I use AddForce to control the player with a Box ...
Mateusz Sowiński's user avatar
4 votes
1 answer
2k views

What's the optimal method in Unity to match the size of a Capsule Collider to the actual size of the game object it is part of? To understand what I'm trying to do ...
BadmintonCat's user avatar
3 votes
3 answers
11k views

I have a Player with a capsule collider on him and i have various objects in the scene. Most of the objects have either mesh collider or box collider enabled. When i move my player and the player ...
Anonymous's user avatar
1 vote
1 answer
184 views

So... I have a tree object and I have duplicated it to have many trees in the scene. So, I have about 200 trees in the scene. Before duplicating I forgot to add a tree as a prefab. Now, is there ...
Anonymous's user avatar
1 vote
3 answers
10k views

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Dmitriy  Korobkov's user avatar
2 votes
3 answers
622 views

I've begun to study a unity engine in one purpose: I have a great multi player game idea! The main essence: In space there are two (or even more) huge spaceships with crew consisted of players (all ...
Dmitriy  Korobkov's user avatar
1 vote
1 answer
458 views

I have create 2 characters in maya and imported them in Unity3d. I am able to move and animate them in unity but the characters are not colliding with each others. I have tried all major colliders ...
fahim's user avatar
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0 votes
0 answers
250 views

In the last couple of days I'm experimenting a lot with Unity 3D to get a feeling about the environment and the behavior of game development. I come from a programming perspective and try to develop ...
user avatar
5 votes
1 answer
4k views

After upgrading the official Space Shooter Tutorial to Unity 5, collisions stop working. Additionally, the following error is reported: Non-convex MeshColliders with non-kinematic Rigidbodies are no ...
Mihai-Andrei Dinculescu's user avatar