Mesh collider and pivot problems

Hello everybody,

first of all thank you in advance for your help.

Here is my problem :

my graphic designer made me a simple platform (with 3ds Max) orbiting around a pivot (also made with 3ds Max). I assign a trajectory to this platform, which is a circle around the pivot.

Then, I create a mesh collider associated to the same platform. About two or three rounds later, a gap appears between the mesh collider and the platform even though in the Unity ‘scene’ view the mesh collider is still attached to the platform.

But all of this can be fixed by using the parameters pivot-center and global-local before creating the mesh collider, except if I quit Unity. If I do quit and then launch it again, the mesh collider has moved and the gap is back again.

I would be very grateful if any of you could help me on this.

Any solutions or get arounds could be helpful.

Thank you.

Simon.

Hi, welcome to the forum!

Is there an animation on the original mesh, or is the movement obtained by rotating the object’s transform? If the mesh’s vertices are being moved by an animation, they will move away from the collider, since the collider isn’t updated along with the animated mesh. If this sounds like it might be the problem, then remove the animation from the platform and rotate it from a script instead.