From Blender to Unity collider problem

Hi,

I used a cube in Blender and made it flat to have my own terrain. I subdivided the top face many times to sculpt in Unity. I applied scale, etc., UV unwrapped and exported as FBX to Unity.

The problem is that the 3D model keeps the Blender collider in the shape of cube. I have a special interactive floor preventing objects from going through it. All objects are limited in moving down correctly, but not the terrain object. IT KEEPS THE COLLIDER IN THE OF SHAPE OF THE CUBE I used to create the model. As a consequence, the terrain model cannot be placed on the floor and as if hovers over it.

I have tried many different ways to fix it. I imported to UE4 to use the option Remove Collider and export it as FBX to Unity again. Yes, the Blender collider (that is completely invisible in Blender, UE4 and Unity) doesn’t exist, but I am unable to sculpt the terrain model. The vertexes are immovable.

Is there a way to remove original collider from a model in Unity like in UE4?

Either uncheck/remove the collider component in the inspector or
uncheck the ‘generate collider’ box in the model’s import settings.

Simply remove all collider components, then add a mesh collider (don’t forget to specify the mesh) if you want collisions with the terrain you made.

Note that models do not come with colliders, they are generated as @IronLionZion pointed out. This allows you to add your own colliders to your meshes; so you can create a lower-quality mesh for collisions if physics performance becomes an issue.

Thank you for your answers. The problem was in the script of the interactive floor. I don’t know why but the 3D object for sculpting (terrain) behaves with this script as if it was an original collider (in the shape of cube) preventing it from placing it on the floor. If I use Remove Collider in UE4 and then import as fbx to Unity, no problem, but I cannot sculpt because the vertices are immovable. Changing numbers in the script didn’t fix the problem, but at least it is reduced and the object is very close the floor. However, I can explain that because other 3D models work normally and are placed on the floor with no problems.

You don’t need to use UE4 to remove the collider, we’ve already stated how to remove them in Unity. Apart from using the lackluster Terrain system, you can’t sculpt in Unity unless you’re using something custom to add that functionality.

What script are you talking about?

I use a custom flat model, subdivided many times, UV unwrapped and imported to Unity. The scrip is mine. It prevents the objects from going through the floor. It forces objects to use some movement limitation. But it is interesting that when I use Remove Collider in UE4 and then import the FBX to Unity, all is OK. If I don’t use UE4, I was unable to place the object on the floor in Unity. As if, there was something under the object. I thought it was caused by some invisible collider because the functionality Removing Collider in UE4 seems to work. But maybe I was wrong and there was something different. Now, it is still slightly over the floor but it is acceptable for me. Other objects are placed on the floor without problems. This situation is strange for me.

To prevent objects from going thru the floor, you need each object to have a box collider (with the Trigger option OFF) and a rigidbody. It sounds like you need some experience with the physics system: Learn game development w/ Unity | Courses & tutorials in game design, VR, AR, & Real-time 3D | Unity Learn

Thank you! But all works for me now. I have a rigidbody in the floor :). It works really - the user is unable to push an object thru the floor. it impossible.