Unable interaction building 3D Tiles format

Hello, I have a 3D Tiles format in Cesium Ion. I imported it into Unity, but when I use the script for the OBJ/FBX format game object, the information pop-up does not appear on the 3D Tiles game object. However, the script works for the OBJ/FBX format and the pop-up appears. I have added a mesh collider, box collider, and mesh filter. Can anyone help with this? Thank you

gambar

using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UIElements;
using UnityEngine.XR.Interaction.Toolkit;
using static BangunanDatabaseController;

public class BangunanController : MonoBehaviour
{

[TextArea(5, 5)]
public string content;



[Header("Material")]
public Outline bangunanOutline;


public PopUpController popUp;
LeftHandInteractor leftHand;
ActionBasedController leftHandABC;
public bool IsInitialized;
public bool clicked;
public BangunanDatabaseController.Bangunan bangunan;

private void Awake()
{
    GetComponent<XRSimpleInteractable>().hoverEntered.AddListener(OnHoverEnter);
    GetComponent<XRSimpleInteractable>().hoverExited.AddListener(OnHoverExit);
}

public void Initialize()
{
    bangunanOutline = GetComponentInParent<Outline>();
    popUp = FindObjectOfType<PopUpController>(true);
    leftHand = FindObjectOfType<LeftHandInteractor>(true);
    leftHandABC = leftHand.GetComponentInParent<ActionBasedController>(true);
    leftHandABC.activateAction.action.performed += Action_performed;


    bangunan = FindObjectOfType<BangunanDatabaseController>().bangunanList.Find(x => x.bangunanGameObject == gameObject);
    IsInitialized = true;
 
}

private void Action_performed(InputAction.CallbackContext context)
{

    if (this.enabled == true)
    {
        clicked = true;
        Click();
    }
}

public void Click()
{
    if (DistanceCounter.instance.toggle == true)
        return;

    StringBuilder stringContent = new StringBuilder();


    stringContent.AppendLine($"<b>NAME</b>\t: {bangunan.NAME}");
    stringContent.AppendLine($"<b>HEIGHT</b>\t\t\t: {bangunan.HEIGHT}");


    popUp.titleTMP.text = "INFORMATION";
    popUp.contentTMP.text = stringContent.ToString();
    popUp.gameObject.SetActive(false);
    popUp.gameObject.SetActive(true);
    bangunanOutline.enabled = true;
    bangunanOutline.OutlineColor = Color.blue;

}

public void Close()
{
    bangunanOutline.enabled = false;
    bangunanOutline.OutlineColor = Color.white;

}

private void Update()
{
    if (clicked == true && popUp.gameObject.activeSelf == false)
    {
        clicked = false;
        this.enabled = false;
        bangunanOutline.OutlineColor = Color.white;
        bangunanOutline.enabled = false;

    }

}

public void OnFocusEnter()
{
}
public void OnFocusExit()
{

}


public void OnHoverEnter(HoverEnterEventArgs args)
{
    if (DistanceCounter.instance.toggle == true)
        return;

    if (!IsInitialized)
    {
        Initialize();
    }

    if (clicked)
        return;
    this.enabled = true;
    Debug.Log("Hover Entered");
    bangunanOutline.OutlineColor = Color.yellow;
    bangunanOutline.enabled = true;
}
public void OnHoverExit(HoverExitEventArgs args)
{
    if (DistanceCounter.instance.toggle == true)
        return;

    if (clicked)
        return;
    this.enabled = false;

    Debug.Log("Hover Exit");
    bangunanOutline.OutlineColor = Color.white;
    bangunanOutline.enabled = false;
}

}

For the Hover/Select interactions, the type of visual model should not matter as long as the collider is sized/placed correctly. The script doesn’t really tell us too much about the configuration of the game object itself. Could you post images of the game object layout and component configuration?


I have added a mesh and a box collider, but the object still can’t interact