This may have been asked before but I have not found the answer yet by googling (maybe I am not using the correct terminology).
I have a model with a custom mesh collider and it has a rigidbody, but since “Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5.” The model is going through objects in the game scene. I do not want a convex mesh collider because of the model. Is there a better option than making multiple box colliders on the object?
Nope. Dynamic mesh colliders are expensive and often times do odd things.
What does your mesh look like? Do you really need it to be perfect? What are you trying to achieve? Maybe we can give you some other ideas that could work instead.
Ok, and why do they need perfect collision?
Here is an example of my character and his collision. All I needed to achieve everything I needed was a capsule collider. As you can see, it’s no where near accurate but it still does the job just fine.
They don’t need to have perfect collision, I was just wondering if there was a way to solve this using the mesh collider, I can just go back to another collider since there is no other good solution
You could use multiple simple colliders, and aligning them with ur model…
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