Hello all,
I’m new to Unity so I hope this isn’t too noob of a question. I have a platform that a 3D model is able to jump from and I want that model (a person) to be able to be able to fly through a hole in a mountain. The person (made of box and sphere colliers) is able to collide with the platform (a standard plane with a plane collider) but when I attempt to leap to the mountain, I clip straight through it. the Mtn is a low poly model I made in 3DS Max and is made up of a mesh collider and a rigid body. I get a warning saying "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5.If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path “Mountain1”, Mesh asset path “Assets/Prefabs/Mountain1.FBX” Mesh name “Box001"”
The problem is, I want the relatively bumpy mountain (though only about 200 polys) to be a feature the user actually interacts with if they miss the hole (hills/slops, etc). I can’t seem to get it to work. How can I go about creating a mesh collider that a user can collide with without having to create so many box colliders? Some of the slopes on the mtn are pretty steep and since I can’t rotate colliders, it makes it difficult.