Ok, so I purchased Modern City Pack, which contains street lights in LOD layers. I’ve attached mesh colliders and/or box colliders to this object on many layers (Topmost layer, and directly on the mesh). Without a rigidbody, my car hits the pole and stops dead, and the pole doesn’t move. Instead, I’d like to hit the pole and have it fall over (react to physics). When I add a rigidbody, the car just passes through the pole as if it weren’t there. If I watch it in Scene Mode, the collider takes the hit and reacts the way it’s supposed to, but the mesh (or total GameObject) remains stationary.
As a test, I took a cardboard box asset which did react properly, and changed the mesh to the light pole, as you can see in the picture since I didn’t change the texture. This lightpole reacts the way I want. It take the hit from the car, slows the car, but tips over and gets knocked/dragged all around the scene.
So what it is about having the mesh inside an LOD object that prevents it from moving with it’s collider, and how can I set this up so it does. There are a LOT of lightpoles, so I’m not wanting to replace them all, hopefully just modify the prefab and apply across the level.
http://www.dcjoys.com/files.clip.jpg
Here’s a pic to show the structure of the LOD, and the scene.