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Question by SmilingCatEntertainment · Aug 28, 2017 at 03:05 PM · physicsrigidbodymeshcolliderconcave

Rigidbody bowls/baskets - is there a better way?

In my project, I have objects like bowls and baskets that need to react to physics AND allow other objects to rest inside of them.

Under Unity 5, the best solution I could come up with so far is to have separate colliders for separate segments of the bowl, i.e. a collider for the bottom, and then 4-8 wall colliders positioned radially, depending on the shape of the object. In some cases, these colliders can be simple box colliders, but in many cases these wind up being separate mesh colliders containing about 8 verts each.

Having 9 mesh colliders for something that there could be dozens of in the scene seems like a recipe for a bad time, performance-wise. It almost seems like I'd be better off with the old Unity 4 behavior of allowing concave mesh colliders for these objects.

Is there a better way of doing this under Unity 5?

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avatar image hexagonius · Aug 28, 2017 at 04:45 PM 0
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I found this in the asset store. Seems that it automates what you did, except if constructs concave colliders from convex ones.

https://www.assetstore.unity3d.com/en/#!/content/4596

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