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Question by David C · Apr 30, 2011 at 06:07 PM · physicscolliders

how to stop mesh entering another mesh, both with colliders

T$$anonymous$$s might be a stupid question but its really bothering me because i cant figure it out. I have a prefab mesh that is instantiated in code, so during the game all of those meshes are "clones". Anyways they all have mesh colliders and rigidbody's but when they come in contact the merge into each other, w$$anonymous$$ch is not what i want, i would really prefer them $$anonymous$$t each other and not bounce off but just to not merge if you no what i mean.

can anyone suggest a solution to t$$anonymous$$s probably simple problem.

thanks for all feedback.

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Answer by Muzz 1 · Apr 30, 2011 at 06:52 PM

You might want to add other types of colliders. So box colliders etc. instead of mesh, w$$anonymous$$ch don't always $$anonymous$$t each other.

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Answer by Joshua · Apr 30, 2011 at 07:05 PM

It's because mesh colliders with rigidbodys can not collide with other mesh colliders. The general solution is to have your entire world be mesh colliders (trees, buildings, ground, statues, etc) and have all players and player-objects like guns be box/sphere/capsule colliders.

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avatar image Muzz 1 · Apr 30, 2011 at 07:27 PM 0
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avatar image Joshua · Apr 30, 2011 at 09:11 PM 0
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Answer by David C · Apr 30, 2011 at 09:20 PM

thanks guys it works perfectly! the help is greatly appreciated

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avatar image HolBol · Apr 30, 2011 at 09:23 PM 0
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