Physics for a mountain

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.

Just ensure the mountain’s collider is not marked as “convex”, and that there isn’t any rigidbody on it or any of its ancestors. The mountain would be a so-called “static collider”, which will interact with your character properly.

Thanks! that did it. What if I wanted to use a Mesh collider on my person too instead of the box and sphere colliders?

Then you must enable Convex in your person’s collider.

Non-convex mesh colliders can collide with the primitive colliders (sphere, box, capsule) and with convex colliders, but not with other non-convex colliders.