oh… so you mean two colliders on one gameobject(?) … hmm… i’ll try this out… but how is it with the rigidbody? i need it because the joystick i use needs it to move my player around… when I untrigger the collider and it collides, the player falls on the ground or flies around…
No, the player and the city must have a collider (not a trigger) one for the character, and one (orr maybe more) for the city. It doesn’t matter if you have triggers associated with your character. When i say the “city” i mean all of its parts, these might be represented as one big mesh, or maybe a bunch of meshes (it depends on the hierarchy used in your 3D modelling software). You can generate a collider for your entire imported 3D model (assuming your entire city has been imported as one object) by clicking “generate colliders” in the model import settings. https://docs.unity3d.com/Manual/FBXImporter-Model.html
yes, I understand that and all of my buildings have mesh-colliders. the problem is, that I need to know if the player collides with some other certain objects… therefor the player has a collder with trigger=true. the player also needs rigidbody.
now this constellation does not work with walls… my player runs throught buildings…
when i unset the trigger on the player-collider, the player can not run through walls, but when he collides, he starts acting wierd… he flies around or he falls & stuff …
so i need a solution where i can identify, when my player collides, but the player does not run through the collider.