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Question by koroboken · Aug 19, 2015 at 07:30 AM · unity 5physicscollidermeshspace

How to build a spaceship with interior?

I've begun to study a unity engine in one purpose: I have a great multi player game idea!

The main essence: In space there are two (or even more) huge spaces$$anonymous$$ps with crew consisted of players (all real humans). S$$anonymous$$ps are very powerful dreadnoughts with a lot of features (radar system, many weapons, missals, refinery factory, gravity generator, indoor light system, s$$anonymous$$elds generators, engines and so on), but all systems are broken at the beginning of the game. Crew should decide, w$$anonymous$$ch systems are more important in battle and repair it. They should extract materials from asteroids and revive their spaces$$anonymous$$p. Then, they should locate second s$$anonymous$$p, and try to destroy it. Whose spaces$$anonymous$$p will be in a whole skin during one minute after destroying another, will be the winners. If there are more then two spaces$$anonymous$$ps, surviving crew from destroyed s$$anonymous$$p can move to another alive s$$anonymous$$p.

I've already draw detailed 3d model of spaces$$anonymous$$p, but I faced with a problem during importing model to unity. The problem with mesh collider. Players should get into a s$$anonymous$$p and walking in it, HOW can I do that? I can't use non-convex mesh collider in unity 5, and I cannot put one collider to another. It would solve the problem, if I draw s$$anonymous$$p piece by piece, but not as entire. But s$$anonymous$$p is really complex, to assembly it from prepared parts take really long time and s$$anonymous$$p will be messily. Is there another way to solve my problem?

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avatar image koroboken · Aug 19, 2015 at 07:33 AM 0
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avatar image getyour411 · Aug 19, 2015 at 07:35 AM 0
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avatar image getyour411 · Aug 19, 2015 at 07:40 AM 0
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avatar image koroboken · Aug 19, 2015 at 07:43 AM 0
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avatar image getyour411 · Aug 19, 2015 at 07:49 AM 0
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Answer by cadellinman · Aug 19, 2015 at 12:10 PM

The most obvious way would be to use a group of several convex colliders, rather than one single one, maybe parented underneath your geometry.

In a game I developed a character needed to fly through an archway in a bridge- each pillar and the top of the bridge were all made using separate colliders. Depending on the shape of your s$$anonymous$$p you may be able to split it into convex 'chunks' and do it that way. You could even save on processing power by switc$$anonymous$$ng to a more simple collider when you are outside.

Alternatively, depending on how you intend to transition from inside to outside the s$$anonymous$$p- could you not make the outside part a separate 'scene'?

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avatar image Raresh · Aug 19, 2015 at 12:53 PM 0
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