Hi,
I am having troubles with a dynamic mesh collider. In unity 2.6.1 all you had to do to change the collider mesh was to assign the mesh again, but in 3.1 this does not work.
Vector3[] vertices = coneMesh.vertices;
MakeVertices(ref vertices);
coneMesh.vertices = vertices;
coneMesh.RecalculateBounds();
meshCollider.sharedMesh = coneMesh;
This worked in 2.6.1 but not 3.1.
It is not because the mesh does not get set. I have tested it and drawn key points of the mesh manually (only one point changes really) and verified that the mesh is correct, but the physics system does not update its collider (seen using gizmos enabled and selecting the gameobject with the collider on it).
My question is then: are there someway to force the meshcollider to update its colliding mesh other than removing the meshcollider component and reassigning it?
//perlohmann