Hi!
I have a very annoying issue in iOS. Currently I’m developing a game with extensive use of physics. The game is very particular, and really needs to have in a scene a big mesh with a “Mesh Collider” attached.
Everything works fine on almost all the iOS platforms (from 3GS to iPad3), but sometimes I have a crash when loading my scenes.
I tried enabling and disabling almost everything (from algorithms, to game objects), and finally I figured out that my crash was caused for the following instruction:
Mesh.Bake PhysX CollisionData
This instruction was executed when my mesh with the mesh collider became activated in the scene.
I tried both keep activated in the scene from the beginning the game object, and activating it with certain delay with no luck.
Also, al tried all the tricks detailed in the following link, but none of them works:
http://forum.unity3d.com/threads/65346-What-is-quot-Bake-Scaled-Mesh-Physx-Collision-Data-quot
Also, I tried enabling the option “Generate Colliders” in the FBXImporter, and nothing.
Please, someone knows how to avoid the Mesh Collision Data to be calculated in runtime?
One more thing: when the MeshCollider is enabled, the mentioned instruction takes about 20 seconds to be completed in iPad 1 (causing the crash). When the collider is disabled, the scene loads as usual (loading level async doesn’t make any difference).
Thanks for your time.
George
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