Unity 3 - Why don't my collisions work? (everything worked fine in 2.6)

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).

Never had these problems in 2.6. What’s going on?

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?

–Eric

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

cant you just redo your collision hulls or reimport assets by regenerating colliders?

That sounds like zero fun but maybe I’ll give it a shot later. I’m going to put off upgrading until I have more time to fix scripts and stuff anyway.

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).

Is this a known bug?