Collision from outside but not from inside????

I have imported a large enemy facility into Unity from Blender however, even though the exterior works as a collider, once I walk inside the building, it has no collision from the inside. when looking from the inside out, everything is also completely transparent and I can walk through the walls back outside. The only way I don’t completely fall through the building is because I have a grassy terrain underneath the building. I’ve imported this just as I have everything else and clicked “Generate Colliders” in order to not completely walk through it, which is why the exterior works, but not the interior. Why is this happening?

but box coliders on each wall.

I’m not familiar with box colliders. When I read this, I first pictured stacking a large number of boxes up against my walls, but that won’t necessarily solve my transparent problem will it? Plus, is there a more efficient method rather than stacking boxes along my walls. That will take a VERY long time as the facility is really large.

a box collider isnt an actual box. you wont see it while playing. and you can make it the size of each wall. it will keep things from hitting the walls on either side

Alright, could you tell me where to locate the box colliders? I clicked on my facility in the heirarchy then looked for it and I don’t see it in any of the panes. Thanks so much by the way. I take it this will also resolve the transparent issue as well?

just under component then physics

Thanks! Say I guess this is as good of time as any to ask this other question. I had posted a question a couple months ago about this, but it never got answered. Maybe you know the answer to this. I have set a number of 1200 trees on my terrain to save me a lot of time, however, a huge problem persists. When I check ‘Generate Colliders’ under the ‘FBXImporter’ section, I then go to play my game and the player just runs right through them as if they aren’t even there. I added my own tree that I modeled in Blender, set the texture and such, then set it to ‘Generate Colliders’ and for some reason, it worked fine. Why is it, that when I want to place several hundred trees and set the collision generator on, it doesn’t work?

hmm im not sure its always worked for me. does it use a prefab of the tree that works to do it?

OK with the box collider but I would know why collision mesh is not being generated properly.

yea i have no idea sorry

@ userInput ;

I’m not sure about all this, I don’t know the inner workings of Unity, so take this with a grain of salt.
You won’t see the mesh from the inside, and what was suggested above won’t fix your render issues.
The reason you don’t see the mesh when you go inside, it’s because Unity (as any other engine out there), uses backface culling on your mesh, this reduces draw calls and keeps the frame rate up. The way Unity calculates this, is by the direction of the normals of your object. So, when you are outside the object everything works fine. I’m assuming your walls are 1 face, and not 1 box ?
Basically, make sure your mesh on the inside walls has the normals pointing outside.
The reason the collision doens’t work when you are inside the building, it’s pretty much the same as the render issue, the collision also uses the normal directions.
To get collision working with that, I would advice you to get that mesh into Max or whatever program you use, and cut everything the player will never touch, simplify the mesh, if you have some stairs, cut them out and use a ramp, etc., The visual mesh can be diferent from the physics mesh, the game will be faster this way to.
Then in Unity, add a mesh collider, and load that colision mesh you just did.
I hope this helped :slight_smile: