I have been using unity for about a month now. At first it was quite impressive but now I find it more and more annoying to work with. It seams to make simple things unnecessery hard. So far I chop it off to beeing unfamiliar with unity and continue to give it a fair chance.
After a lot of online research I found that it is quite impossible to get your rotation the way they are in a modeling programm (not one that works). Astonishing that the unity developers come up with demo games and don’t seam to have a problem with it. At any rate you can just rotate your objects into place within the modeling software. That is until you try to animate some objects.
What I have now is an animated object that is supposed to be an obstacle for the player. I use some simple bone animation which I am doing in maya. Everthing imports the way it should and the animation is played correctly. Just using collision detection seams about impossble. According to this info: http://wiki.etc.cmu.edu/unity3d/index.php/Physics_and_Colliders the best way of doing it would be to use a collider for each joint. However, the colliders don’t fit the shape of my model. Also, you can only resize them and offset them along an axis but not rotate them into place if needed. I can also not generate a mesh collider because I can not rotate and move it to it’s proper position. Therfore, I can not make any colliders that actualy fit the shape of the model.
Also, I have a simple sphere that is suppoed to collide with box and mesh colliders. However, the sphere sometimes falls through the colliders. Mostly in mesh colliders where two faces of the mesh would be adjacent but sometimes it also passes through a box collider. The shpere is moved in the scene using addForce() which makes me think that the physics engine should be able to handel it. Further more the shpere is not moving very fast so that you could run into issues by moveing from one side of a collider onto the other side within one frame.
Here are my question:
- How do you apply collision detection on an object that is animated (uisng bones)?
- What do you have to take into consideration in order to make your collision more stable?