Mesh Collider not working (Blender Import)

For some strange reason the collider is flipped!

no-one knows?

I will post the blender file, I really need to figure out what is going on.

108623–4159–$warehouse_169.blend (130 KB)

hm, interesting… i tried your file, and it does not happen for me, but the object is set to default rotation of 270 degrees.

i have not used blender for quite some time, on xsi there is a function called ‘freeze transformation’, i am sure blender has something similar, where you can set the actual state as your ‘zero’ state.

this might be the reason for your problem, because, if i set the rotation to zero in unity, the model is rotated like your collision frame on the screenshot. still weird, that it is not happening for me.

The 270º issue is the way Unity handles the diferent rotation order from Blender and it works fine. It just adds a root element with the correct rotation and makes your model a child of it. If you import your model and add a collision mesh from the editor Components menu, you will need then to tell Unity which mesh should use. And this is the problem: the mesh itself is actually rotated.

What you should do instead is to select the model at the proyect window and open up the import settings for him: if you activate the “Meshes has colliders” option here you will get it working right.

I’m no sure if I’m following…

Ahh! Wait now i see, thanks again Gus.

Yo Alec,

I noticed a little problem with your mesh: it has twice as many triangles as necessary. What you need to do to correct that is turn off the Y axis on your Mirror modifier. Then your quads will turn into 2 triangles each instead of 4.

Keep up the good work!