I’ve been searching for an answer to this for over two hours now, and I cannot find anything useful.
I’ve created a ‘building’ with 3D Studio Max, and I’ve imported the .MAX file into Unity (I tried with .FBX as well) but no matter which version I import, my First Person Controller just falls through the entire model.
Some of the things that came up in my search were down to Colliders, but when I tried they made no difference.
What is the correct method in importing new models, such as physics?
Quin452, did you add an appropriate collider to your mesh’s GameObject after you imported it? That’s all that’s necessary to make a floor work. Also, if you’re new to Unity, make sure you set the y-height of the player well above the collider, the player has a charactercontroller attached, and isKinematic is false.
If you still face problems, please explain in more detail what you’ve tried so far.
What’s an ‘appropraite collider’? I’ve tried the box and the mesh colliders to the import, however nothing seemed to have happened.
Do I select the object in the Hierarchy, then Component → Physics?
If your object is boxy, a box collider is more efficient, but either type should work fine for floors or barriers. Double-check IsTrigger is off. For debugging, try the box collider since it’s simpler.
With a BoxCollider in place, what your FirstPersonController is going to collide with is not your mesh but rather the collider box. You can turn the mesh renderer on and off and it will have no effect on the physics of the scene. If you can’t make it work with the BoxCollider, the problem isn’t your model.
And I say this as someone who is just now using a FirstPersonController to walk along a giant boot laying on its side. And no, I don’t plan to embarass myself by showing off my blender “art”.
Ahh yes, I am understanding it now, thank you
However, this is going to be an building interior. Can I apply different Box Colliders?
EDIT: No, I cannot. However the Mesh Collider does seem to do it itself naturally. The only problem is that the second floor was made out of a box originally so the player sits on the top of it. Do I have to make it from a plane?
If you select the building on the Hierarchy, scroll down on the Inspector and you should see the “.fbx converter” or something like that… there will be an option called “Generate colliders”… tick it.
Yea, thanks for the tips. Though for some reason I can go through one side and not the other, any ideas? (so the coillider is only on one side). DO I need to 2-side the mesh in 3DS Max?
Turn on backface culling in max. If you see hole where should be face then you must flip that face… Default this option is off. Correct. Reimport… Should be fine.
Wait, so I just have to turn on backface cull? Will it show both sides?
EDIT: I’ve added the Backface Cull, yet it seems just to remove some textures, and the walls are still only one side.
EDIT 2: Okay, so I’ve made two models: one with normals, one without. And it works! There is some fine tuning needed, just so that it aligns properly, but this is well decent. Now on to animating doors, draws, and other such things (with about 8-10 hours remaining).