[RELEASED!] Non-Convex Mesh Collider. Automatic Generator


Asset store link: Non-Convex Mesh Collider. Automatic Generator | Level Design | Unity Asset Store

You want to have dynamic concave colliders, to create something like this:

But ‘Non-convex MeshColliders with non-kinematic Rigidbodies are no longer supported in Unity 5.0:rage:?

And probably you also don’t want to spend days creating compound convex colliders in Unity using other solutions available on Asset Store?

Then you could use our automatic generator! Click here!
Need fast, accurate physics but tired of painting each triangle to make convex colliders? Just click Generate!

It works in Unity Editor.
And it works in runtime, so you can bake concave colliders for procedural geometry! (Windows, macOS, Linux support is ready so far. If you want to have other platforms - please let us know)

Industry-standard automatic generation algorithm that other big engines are using!
This asset will save you and your artists tons of time (and money)
We would love to hear your feedback!

Asset store link: Non-Convex Mesh Collider. Automatic Generator | Level Design | Unity Asset Store
:roll_eyes:

Hello,

I’m a new buyer of the Non Convex collider package and I find it great, it fits my needs pretty well.
I’m using trigger AND collision detection in my game and I noticed a problem using the package.
It’s a logical problem, my trigger exit and enter gets called a lot because unity trigger systems considers that the mesh is composed of several Mesh Collider (that is the case) My question was : I wonder if there is a possible way (included in your package) to “fuse” the collider together, or to make them act as one big trigger collider ?

I basically want to keep the generated compound collider but make it work as one big trigger. Thanks a lot in advance for your response !

Morgan Castejon

Ikimasho’s Unity Game Developer

That’s an interesting request. Will take a look at this problem as soon as possible!

hello very interesting asset how does it handle complex geometry like a house with windows and door hole or cars skeleton or just mesh with hole ? do you have a try version cause concave colliders solution has always been very disappointing work .

So, unfortunately there is no way to tell Unity or Physix to do what you ask. But I can add a custom logic that introduces OnTriggerEnter/Exit for NonConvex collider itself. Do you think it will be useful?
If you want to workaround it on your side - you have to track OnTriggerEnter/Exit a bit differently - add a special check ‘were we already in a collider of THIS object?’

That’s the whole point of this asset. It uses the industry-standard algorithm (see Unreal Engine). Take a look at the video - chains have holes, and everything is generated well. You can send me geometry, I will send you collider / image if you want.

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Hey @Plawius ! Thanks for making a great tool. You mentioned wanting to know if people need more platform support - yes, indeed.

Would you be able to extend support for iOS + Android? And, later, WebGL?

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Hi Adrian!

Runtime generation is windows/macOS only for now. I’m working on another solution for all platforms (including webgl), but it is still in progress. Also, probably WebGL will be slower than you expecting (WebGL doesn’t support multithreading)

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Hello,

I am looking to purchase something like your asset however I want to spend my money wisely.

Please let me explain my situation.

I have a lowpoly water plane (it is not animated at present but I might later). I purchased the SYNTY Polygon Pirate pack and am using one of the ships as a model.

I want to place a third person character on the boat and switch a camera from outside and behind the boat and then a camera inside behind the character.

I write to you with respect to the model.

I will attach a screenshot of the hierarchy.

The boat child object is a single mesh and it has various floor levels and it’s children are masts and sails in either up or down state.

The child boat mesh is quite complex and I tried to add a mesh collider to all the children game objects.

The parent game object has a rigid body component that I access from a boat controller script that I use to propel the boat through water plain using WASD keys.

When I placed the character inside the boat he walked around just as expected only when the parent game object rigidbody component Is Kinematic is checked on.

However if I uncheck Is Kinematic on the rigidbody component on the parent boat and run the scene I receive the famous error message:

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.

If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component.

Scene hierarchy path “Boat/SM_Veh_Boat_Warship_01_Hull_Attachments”, Mesh asset path “Assets/PolygonPirates/Models/SM_Veh_Boat_Warship_01_Hull.fbx” Mesh name “SM_Veh_Boat_Warship_01_Hull”

…and same error message for every mesh collider because each mess collider does not have the Convex option checked on.

If Is Kinematic is checked on, the boat of coarse becomes static and doesn’t move on the plane.

Can your asset help solve my problem?

Respectfully,

Rene Leger

Hi Rene! You can try to solve this problem with my plugin by generating the ship colliders. But it could be too many details, so physics performance can be not that great. Answered you in more details in email

Hi, I have an object with many child objects that contain meshes. Can I send 2 models to you, and you can let me know how well they worked with your program.

thanks.

Hello Any update on this? :slight_smile:

Hello! @Plawius I need to add Non convex mesh collider to Spline Generated Mesh during runtime, is it real with your asset ?

I am trying to use this on a building with widow and door holes but cant seem to get it to work. Do you have any video tutorials?

Just add a rigidbody to your building and mark it as static - then you can use non-convex colliders. You don’t need to use our plugin in this case.
Our plugin’s use case is dynamic rigidbodies with complex colliders that should be non-convex

Yes, only on Windows and macOS for now. There is a runtime API that can take Mesh as an input

Don’t ask, just send to our email :slight_smile:

Hello Any update on this? :slight_smile:

Working on it, it is not easy to implement properly

Thanks, Actually I need for iOS :frowning:

I really like the idea of this asset! I will need my game to run on Android/iOS eventually.

Do you need to generate the collider on iOS device itself? How long that could take and be OK for you?

If you don’t need to generate on the device and can pre-generate in the editor - the asset already will work for you.

I need to generate the collider dynamically on mobile. Basically I am creating a mesh from a drawing, and want to then create the compound convex colliders for that mesh so I can use it as a rigidbody with physics.