HI
I am creating a scene where my objects need to have convex mesh colliders, however the objects need also to be very close to each other because they are part of a more complex structure.
The issue here is that when I apply a convex mesh collider seams that the space between the objects has to be greater than when the collider is not convex, thus destroing the structure at runtime.
Is there a work around in order to keep the objects very very close to each other but at the same time having a convex mesh collider applied to them?
Many Thanks!!!
anyone?
try box colliders instead.
I have tried and is even worst with box collider
From my understanding box collider creates a box around an objects and uses that as collision detection, my problem is that the objects I am using are more complex then a box such as having corners, curves etc… and they all have to start from a very near position.
In this image when I run the application the tower jumps to the left of the other structure.(I made sure that the two do not intersect and they are only quite close to each other)
any idea?
hmmm… should only happen with rigidbodies- do either have them?
Oh sorry!!! Yes I did not metion that they also are rigidbodies, I need to have them because I am creating a type of application similar to shadowdemo, where the user can throw objects around…well in theory I am creating the opposite: In the game the structure will start as broken down and then the user has to rebuild it. So my process at the moment is to start from a “completed game” position, check if everything works and then displace the objects.