• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by TriplePAF · Feb 20, 2013 at 01:54 PM · physicsraycastterrainmeshnormals

Do Mesh Normals Influence Physics Behavior

I created a raycast vehicle arcade simulation and used for the initial development the Unity Terrain Engine. On the Unity Terrain my physics are absolutely smooth but the terrain setup appears to cost intensive for the mobile platform. I converted the terrain with T4M to a static mesh object. Now my raycast vehicle is often behaving odd. My guess is that the problem is caused by the rougher edge transitions of the low poly mesh. I can also clearly see that this unwanted behavior is getting less with denser meshes.

Can smoothed normals influence the behavior of physics on a low poly terrain or is just a thing that makes an object look round/flat shaded? What other options do I have?

Peter.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Benproductions1 · Mar 15, 2013 at 01:19 AM 0
Share

When you enable spherical collisions on a mesh collider, it uses normal interpolation to do physics calculations. I do not know how collisions are done, or if their done differently on terrains

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Eric5h5 · Mar 15, 2013 at 01:41 AM

Mesh normals are purely for lighting calculations and have no effect on anything else.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Raycast to Terrain (Conditional Statements) 1 Answer

Colliding with trees using mesh colliders 1 Answer

How to detect terrain's mesh normals at given point? 0 Answers

Align plane to normal but keep Y-axis intact 1 Answer

Procedural mesh artifacts. 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges