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Question by gow7 · Nov 05, 2016 at 09:16 PM · blendermeshcollider

Create Blender object mesh collider

Hi,
I'm doing my first Unity project and I'm using Vuforia sdk to create a simple VR game based on this tutorial.

Although this is my first project and I'm not too familiarized with Unity I would like to create a circular maze instead of a square one, so I've used Blender to create it:
Picture 1

Then I've exported the file as .fbx and added to Unity Assets. Everything went well but I think the collision mesh is not working:
Picture 2
(btw, why can't I see the object full rendered? If I add a Unity 3D object its always full rendered)

If I select the "ThetaMaze", instead of "Maze" I have no components:
Picture 3

But if I add a Physics mesh collider, setup a material and a "Maze" mesh, this is the result: Picture 4

Not only doesn't match the object rotation, but looks quite confusing...
Could you give me a hint?

Pictures: alt text

Thanks for your time.

pictures.png (270.8 kB)
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Answer by Namey5 · Nov 06, 2016 at 05:42 AM

There's a few things.

  1. In the model import menu in Unity, check "Generate Colliders". This will create the mesh collider component for your object and set it up properly.

  2. The reason your mesh is only being rendered on one side is because the faces only technically exist on one side. In blender, both the front faces and backfaces are rendered, however in Unity the backfaces are culled, and as such you have to change it manually. You can do this by duplicating your mesh in blender, and flipping the normal direction on one of the copies, or you can do it by using a double sided custom made shader in Unity.

  3. "ThetaMaze" is not your maze mesh, but more it is the entire blender scene. This is because you have multiple objects in the scene, and as such they are grouped under one name.

  4. Unity uses different axis directions to blender, and as such models are always imported with different rotations and adding components in Unity will likely conflict with blender's rotation setup. There is a plugin available for blender which recalculates rotations for Unity.

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avatar image gow7 · Nov 06, 2016 at 01:25 PM 0
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1.In the model import menu in Unity, check "Generate Colliders". This will create the mesh collider component for your object and set it up properly.

This was missing indeed.

4.Unity uses different axis directions to blender, and as such models are always imported with different rotations and adding components in Unity will likely conflict with blender's rotation setup. There is a plugin available for blender which recalculates rotations for Unity.

Now that I'm not skipping step one, this problem doesn't occur.

2.The reason your mesh is only being rendered on one side is because the faces only technically exist on one side. In blender, both the front faces and backfaces are rendered, however in Unity the backfaces are culled, and as such you have to change it manually. You can do this by duplicating your mesh in blender, and flipping the normal direction on one of the copies, or you can do it by using a double sided custom made shader in Unity.

This not only solves the "full rendered" problem, but now the collisions all work fine. alt text alt text

Thank you so much!

screen-shot-2016-11-06-at-131048.png (182.7 kB)
screen-shot-2016-11-06-at-131031.png (182.6 kB)

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