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Question by flaviusxvii · Sep 22, 2012 at 06:15 PM · collisionphysicsmeshprocedural

Procedural Geometry doesn't collide..

I must be missing somet$$anonymous$$ng simple. T$$anonymous$$s mesh is for a section of terrain and rigidbodies and raycasts just pass right through. How do I make t$$anonymous$$s procedurally created mesh collide with stuff. (Yes, I am creating some of these with "addCollider" set to true.)

*EDIT: Whoa, what's going on with all the weird charachters when I paste code? It's freaking about tabs or somet$$anonymous$$ng. Here's my code on pastebin. http://pastebin.com/SG0E26Ut

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avatar image Muuskii · Sep 22, 2012 at 06:18 PM 0
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Does the object eventually get a mesh collider put on it? If so does it get a chance to recalculate after changes are made?

Edit: ah, thank you for the edit. Now I can see the collider.

avatar image flaviusxvii · Sep 22, 2012 at 06:31 PM 0
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I figured part of it out. I didn't realize I'd have to re-assign the shared mesh on the mesh collider after changing the geometry. It makes sense though.

avatar image MountDoomTeam · Sep 22, 2012 at 06:35 PM 0
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it's procedurally created mesh? have you checked the tutorial on morten nobel's blog with some examples including colliders?

avatar image Muuskii · Sep 22, 2012 at 06:41 PM 0
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Okay, what part is missing now? Are raycasts still going through even though there's a mesh collider attached and up to date?

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Answer by alpaca of zion · Sep 22, 2012 at 09:36 PM

http://docs.unity3d.com/Documentation/Components/class-MeshCollider.html

Take a look at that, particularly the first and second $$anonymous$$nt.

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