With the Unity built in box collider you would just use Alt.
How would I do the same thing with ECS Physics Shape?
With the Unity built in box collider you would just use Alt.
How would I do the same thing with ECS Physics Shape?
You can use the built-in collider for ECS as well.
As a matter of fact we recommend migrating to the built-in authoring at this point as part of an ongoing authoring unification effort.
The built-in version should have “Fit to Enable Render Meshes” before Physics Shape gets removed. It saves a lot of time.
The documentation says that a bevel radius of 0.05 is good for physics performance. Is that still the case and does the built-in collider provide that?
What version are you using? This applies to 1.1.0-pre.3 and above.
After testing the built in collider can change the layers. However, the “Collides WIth” should not include layers that are not specified (exclude everything except UI).
Is it possible to set an entity’s “Belongs to” to multiple layers, using the built in collider in the inspector?