No matter how i try, cant seem to get collision working

Hi

Im a little confused as to how to set up collisions in my scene.

On import, i have checked the ‘make mesh colliders’ option. I then drag the First person controller from the standards assets into the scene.

Next, I try to attach the Physics, mesh collider to the fps contoller, but get a message telling me ‘Loosing prefab, adding a component will loose the prefab parent’

I did test the scene, but the camera stills goes through the meshes in the scene, even the trees, which also have collision checkboxed

Can anyone help please?

Thanks

Steve

The FPS prefab all ready has a capsule collider, so you don’t need to add another collider.

Mesh collider are for mainly static objects, (like a scene), but can also be used for dynamic objects by checking Convex in the MeshCollider component.

If your scene has a mesh/other colliders attached, it should just work.

You need to set up colliders(Box) on your tree prefabs for them to work.

Hmm, this has me worried. There are no dynamic objects in the scene, it contans a full level of medieval buildings.

One other strange thing to happen, is the reversal of the wasd movement also. When i move and get near a building, or some of the buildings i suddenly start to go backwards, and the w key takes the camera in the reversed way. I then occasionally see the mesh that resembles the fps walkker in the unity scene editor - the white capsule, and then when i move again it disapears

Thanks

Steve

HI

Ive just realised the problem… i didnt realise it was like the torque game engine whereby you make your own collision meshes.

I examined the bridge in the island demo, and saw that it has a sep collision mesh on it acting as collision.

Thanks

Steve

You can use the display mesh as the collision mesh if you want. Although a lot of the time, it’s better to use a separate, simplified mesh.

–Eric

Wouldn’t be better to use the display mesh though, rather than creating another simplified version of the model? I just think by adding another mesh it will increase the number of callings and add more data to the project- I say this for models that are low res.

LevelArtist

The display mesh contains usually too many poligons and that is the main reason, you don’t need to have such a large amount of polygons for the collision, just a simplified version of the mesh itself is a good way to do that…
But it depends what are you doing, or how many objects there are in your scene, so you can basically create just some mesh as colliders and for all the others just use the display mesh
Its actually a pain in the ass, like unwrapping :slight_smile: