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Question by Nercoe · Jan 18, 2013 at 09:08 PM · collidermeshboxprimitive

A question about collisions.

Hi, I am mainly programming orientated but recently I have ventured more into the art field to enhance my skill set. I hope someone can shed some light on this issue.

The issue: Currently I have a shape with many different sides, bending and turning in all sorts of directions. The shape consists of more than 256 polygons, therefore I cannot use a mesh collider and have to use a primitive collider. I understand this much but what I am wondering is whether or not there is a simple way to add collisions to your more complex OBJ/FBX files rather than adding multiple box colliders to eventually form the full shape?

If anyone can shed any light on this for me I would be extremly grateful. I just don't want to begin adding hundreds of box colliders if there is a simple way :)

Thanks in advance!

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avatar image DanielJF · Jan 18, 2013 at 09:40 PM 1
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After importing go to the object in your project folder, and then go to your import settings in the inspector and turn on generate colliders.

avatar image Nercoe · Jan 18, 2013 at 09:44 PM 0
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I already did this. The physics involved were very weak and my character, if persistent, can travel through them. Should I code something to stop that or does Unity have something built in?

avatar image DanielJF · Jan 18, 2013 at 09:47 PM 1
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1 thing you really have to do to get correct physics is set the mass in the rigidbody OR character controller etc. Else you should try put the speed down of the object.

avatar image Nercoe · Jan 18, 2013 at 09:49 PM 0
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I changed the mass but nothing changed to be honest. Is this because I am using transform.Translate? I hear this ignores physics, is that correct?

avatar image DanielJF · Jan 18, 2013 at 09:58 PM 1
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$$anonymous$$aybe you should try using a different controller to move your character. i personaly like this one very much, and indeed translate does ignore physics.

http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.$$anonymous$$ove.html

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Answer by GS-Kiwibird · Jan 18, 2013 at 10:45 PM

I would sort of "trace" the complex object in a 3D program with a simple model and use that as your mesh collider. That's what a lot of game companies do.

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avatar image Nercoe · Jan 18, 2013 at 11:47 PM 0
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I know you could do that in UD$$anonymous$$, but I'm pretty sure Unity doesn't support that.

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