Can I use subtractive shapes?

Hi I’m pretty new to unity and I’m trying to make a circular hole in a stock 3D cube that I’ve stretched into a rectangle. The idea is to make a hole that passes through it so that a sphere could drop through.

I was thinking if I could somehow use the 3D cylinder shape to subtract from the mesh renderer and collider of the cube it would work that way. By this I mean placing the cylinder inside the cube so that it creates a circular space through it from top to bottom, allowing my rigid body cylinder to pass through the cube.

Sorry if I’ve posed this in a poor way, if I have please tell me and I’ll try explain it further best I can.

Thanks in advance for any assistance.

I’ve been wondering the same thing and haven’t found a way. However I know for a fact that Unreal Engine has subtractive objects so you can make holes in things. It’s how I made the doorways in the houses I made. I want to do the same thing in Unity but I can’t seem to figure it out.

@Tom212 I don’t think the other users here know what you were talking about, but I do. I had a similar idea around the same time, but I never found much help. Even the Instant Mask addon didn’t help, as I couldn’t get it to function (at the time, at least, I haven’t been able to test it out again lately).

Honestly, I think your best bet would be to use a different game engine, like UE4. I know it supports subtractive meshes.

Unity is a game engine - to create the 3d assets for use in the game, you should use modelling software (Blender should let you create the shape you describe pretty trivially)

Subtractive colliders don’t exist. There’s isn’t going to be any way to make 2 Unity colliders and have one “subtract” from the other. If you learn more about how colliders are different from models and how they work, you’ll see why.

If you happen to have a model made with subtraction, it’s just a regular model – vets and faces like anything else – and you can tell Unity to use it as a collider. But any of the concave parts (which is what subtraction is used for) often work funny, so it’s the same problem.

Making efficient oddly-shaped colliders is somewhat of an art.