I’ll preface this by saying I’m a Unity scrub but have decent game programming experience, particularly XNA, GameMaker, and Processing.
I’m working on a game that does something like MonkeyBall where a primary ball is the player except it uses multiple objects in the sphere to determine it’s movement.
I’m trying to find a to keep the objects the sphere. I made the meshes in Modo, an internal and external sphere. The internal sphere has the normals flipped to face the center of the sphere.
I tried to use a Mesh Collider but received a “Non-convex MeshColliders with non-kinematic Rigidbodies are no longer supported Unity 5.0.” error. I’m not entirely sure what this means. This suggested turning on the convex and trigger fields but that just gave me more errors complaining about the amount of polys my mesh. I’m not sure if I can actually reduce the polys since it is the basic sphere Modo.
Another post I read suggested using the Vector3.Reflect to keep the objects when hitting the outer of the sphere. This be my option but I’m not entirely how I would implement it considering my lack of Unity experience.
I would appreciate any suggestions or pointers.