I’m using Unity 5.5 on a medical project to simulate the behaviors of a video brope inside a detailed human trachea.The inner Surface of the trachea expands/shrink irregularly as the patient cough or breath heavily, pushing the probe to swing.
I’ve made the animations of the trachea with blendeshapes and here comes the trouble:
The mesh collider does NOT deform with its mesh surface!
Using primitive colliders don’t seem to be an acceptable alternative because the surface mesh is pretty detailed and I need the simulation to be as realistic as possible.
Does anyone know how to achieve a mesh collider deforming with its blendshaped mesh surface? I know it’ll sacrifice much performance but I just need it!
Thank you for any advice！