Hi everyone!
Well, i’ve been working for a while in a small project, and it’s some kind of hack n slash, inspired by Bayonetta ( just for tell you the kind of game i want, with my limitations of course).
The problem is that I imported a .fbx model from mixamo.com, that have his own animations and all…
This was great at the beggining but i found that i cant attach colliders that didnt break the normal movement of the character.
I dont know if i should use primitive colliders for all the parts of the body, or a mesh collider… or if its a way to add colliders from import ( I saw something over there, but when I click on that option, nothing happens).
And thats all, if anyone can help me, would be great.
PS : I use a CharacterController for the movement of the character. Thank youu
I’m not sure of your exact scene setup, but I’ll try my best.
If you imported a skinned mesh with animations, you should see the names of the joints in the hierarchy. These are game objects that can deform the mesh. They will be children of the main game object you put in your scene that has the Animator component. You should put colliders on these child objects and they should move with the animation.
This will cause a problem though with your character controller. If the colliders on the joints are intersecting with the collider on the character controller, this could cause the joints or character to move unpredictably. To avoid this, you want to put the character controller and joints on a different layer and then in the physics settings, adjust the collision matrix so that the two layers aren’t able to collide with each other.