Lost with colliders

Still completely new to physics. I have this airplane i want to use with physics. My first tests were with using a meshcollider. Gave me a bit of trouble until i got told to tick convex. Which doesnt represent the shape of the airplane any longer then. I was told that this is no good idea anyways. So lets use primitives colliders instead. And that`s where the drama starts.

A simple box is of course not good enough for the shape. I want the airplane to be able to collide with the wings at least. Not with the 5 feet of air in front of or behind the wings. And i want the airplane to be able to stay at the ground with its tail too when it`s stopped. But there is no way to change the shape of the cube to make the back part a bit smaller. And there is no way to change the rotation of the colision cube from what i can see.

So what i seem to need is to use more colliders. Not just one. So i tried it. And got a replace warning. Seems that there is not more than one collider allowed per mesh instance. Manual says i can use more colliders by making childs. But my airplane is one mesh. There is nothing there to make a child from.

I am lost :lol:

How do i setup such an airplane with colliders? :slight_smile:

isnt it possible to use two colliders in unity one for the wings and one for the body. at least thats what it says in the manual

Well …

:slight_smile:

You could always form a simple mesh around your plane with the wanted shape, add a mesh collider to this mesh and disable the renderer.

Unless you want to move the plane (you will, I guess) … In that case you can add as much as needed invisible cubes or whatever and add the simple collider that fits.


oxl

Doesn`t work as expected. Already tried that route :slight_smile:

Meshcollider needs convex ticked to collide. And then the shape of this collidermesh is not longer the shape of the simple mesh. Again collision could happen a few inches away from my wings. Which i want to avoid.

Yes, i want to fly with the airplane at one point ^^

Ah, adding geometry as child, then simply dont render it? So this is how its meant. This is so simple, no wonder i have overlooked it, heh :lol:

Thanks a bunch. That was the hint i was looking for :slight_smile:

Add more colliders as children of the plane.

–Eric

Thanks. Question was how :slight_smile:

Drag’n’drop, in the Hierarchy pane.

–Eric

Sure. Gives me a replace warning then ^^

I didnt know that you can use primitives for that purpose. Because i havent known about the thing to make it invisible :slight_smile:

Say “OK”. :slight_smile:

You can just use empty game objects with box colliders. They are drawn in green when selected, so you can see what you’re doing (and compound colliders are all drawn when the parent is selected).

–Eric

OK :lol:

This sounds even better. So i have the choice to use primitives, then make them invisible by removing the render node. Or empty game objects. No geometry at all. Yummy. Thanks. This is very Useful :slight_smile: