I’m finding the switch to Unity3 is pretty rocky… lighting looks different even though I didn’t touch anything, of course there’s some script errors to correct, but this collision problem is baffling.
My player character is a rigidbody (with non-trigger box collider) and I move it with addForce (and addRelativeForce) – in Unity3, I move through walls (non-triggers) and can’t pick up my CTF flags (triggers) etc. Apart from one object I’ve found (part of my level; non-trigger), collisions just aren’t working at all (and that object that works has a mirrored twin (from same file) with the same properties, except collisions don’t work).
Can’t say I’ve noticed any collision problems in Unity 3. I’ve found a couple of other issues, but nothing with collisions. There are layer-based collisions now (woot!); maybe that’s involved somehow?
Same layers that are used for cameras? Because these things are still all the same layer. Collision layers sounds awesome though – looking forward to using them when my project works in U3
Ok – finally started porting to Unity3. Seems I’ve found what is causing it and I guess it’s a Unity bug (again, everything worked fine in 2.6). I had the player prefab default to Is Kinematic (being true), but I’d disable that for the local client’s player object (this is a multiplayer game) – Unity3 doesn’t seem to like this. Having it default to Is Kinematic being turned off seems to fix it (so I guess a temporary workaround would be to turn Is Kinematic on for every player object that is NOT owned by the local player).
Player object is moved via addforce (and I could still move around – just not collide with most things). What’s odd is that I still collide with part of my level (the green base and outer shell - mesh collider)… but from the same .fbx file are other areas of the map (separate meshes) that I can’t collide with (but they were still mesh colliders with the same settings from the same file).