I am having a problem where having the pivot in the centre of the rig/animation is causing the game object to clip from below the pivot.
The animation is imported from blender using fbx and is a child of the game object, which has a camera attached to it, a sphere collider, and rigid body, and several other scripts.
The clipping does not happen if I have the pivot at the bottom of the imported animation.
I need to have the pivot at the centre because the camera has to pivot around the centre of the object.
Is there a reason that the animation is clipping objects only below the pivot? Is it that Unity does not recognize anything below the pivot?
I’m stumped, this happens even when I remove vertical transformations in the animation, so it can’t be that the animation is clipping, which would make sense since animations are transformations and do not use physics/colliders it would clip. However even after removing the displacement transformations, the object is still clipping. Any thoughts?