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Questions tagged [meshcollider]

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0 votes
1 answer
167 views

How can I make colliders-only visible in Godot?

Specifically, I'm looking for any way to see a collision-only item from a Mesh Library in a GridMap. (The tag says "tile map", which it technically isn't; but there's no option for a grid ...
Michael Macha's user avatar
0 votes
1 answer
104 views

Wheel Colliders falling through ground

I have read through hours of forums and tried everything, But this issue still persists. I have attached a video showing the issue as well as all of my collider settings. Any help would be appreciated....
son goku's user avatar
0 votes
1 answer
874 views

Why doesn't MeshCollider work in a build?

I have MeshColliders in my scene that are shaped like an hourglass and it works perfectly fine in the editor. However, once I build on XCode and test on my iPhone, ...
fat uality's user avatar
12 votes
2 answers
4k views

Moving player inside of moving spaceship?

INTRO: I am trying to achieve a spaceship that flies through space and the pilot can get out of their seat and walk around the ship and place physics objects in it while the ship is moving, rotating, ...
Object's user avatar
  • 289
0 votes
1 answer
330 views

My First Person Player Capsule Is Always About 6 inches Under The Floor

Here is the problem. This is the exterior of the hallway in which my player capsule is standing. Notice the bottom of the capsule poking through the floor. This is the interior of the hallway, notice ...
ChristianOConnor's user avatar
0 votes
0 answers
37 views

Unity - using Colliders with custom objects

Hi so I'm quite new to Unity and currently experiencing issues with colliders, a quick summary of what I have. Player > ...
Debug's user avatar
  • 1
2 votes
1 answer
1k views

Optimizing 3D tile-based geometry

For my game, I have a tool that lets me quickly create map geometry. You can see a (albeit early version) demo of the tool here. The main problem with the tool is that even a semi-large map can EASILY ...
Garflington's user avatar
  • 1,055
0 votes
0 answers
80 views

Auto-generate optimal direction for Unity Raycast with specifications

How can I have a Physics.Raycast auto-generate a direction for itself to try to hit a given target through a restricted window of space? [Update] After much work, ...
Microbob's user avatar
  • 105
0 votes
1 answer
556 views

Mesh getting offset on combine because of worldmatrix

When I try to combine my mesh, it get offset to an other position, but the collider is still at the same place (because i dont delete and add it again). I saw a fix on internet that is to do: ...
Samuel Fyckes's user avatar
0 votes
0 answers
2k views

Unity Raycasting only hitting mesh colliders from particular directions

I have a game which involves clicking to select some objects. Each of the objects has a mesh collider attached to it so that objects can be clicked, handled by the following: ...
A. Bollans's user avatar
0 votes
1 answer
199 views

Why is my mesh outside its collision component grid?

I've created a blueprint (well, two of them, as a test since the first one wasn't working right) with an sphere component around a mesh, as in the picture: As you can see, the mesh is well placed ...
Rekesoft's user avatar
  • 101
1 vote
1 answer
544 views

Why do my NPC's fall through the world when I select them as triggers?

I'm making a game in Unity where when the player comes into contact with an NPC it will switch scenes. I have the code for it and made sure all NPC's have rigidbody as well as using gravity and convex....
Declan Wadsworth's user avatar
0 votes
1 answer
325 views

How can I set my non-convex object's collision to a more detailed one to allow other objects to go underneath?

My problem is simple. I imported a 3D object (it's not convex) and I want the character to go under your legs. But this does not happen: There seems to be a way to do this, I just do not know which ...
Boneco Sinforoso's user avatar
0 votes
1 answer
524 views

How do i prevent my player from walking through mesh collider

I have a character being moved using rigidbody.moveposition and I have an floating lowpoly island with a mesh collider. When my player walks into a steep slope or a wall, it passes right through. I ...
JoffLobster's user avatar
2 votes
1 answer
2k views

Unity SphereCast HitInfo Give me an interpolation of the normal surface?

I'm doing a SphereCast for a GroundCheck of a player. I have my Raycast hitInfo, and here in the picture at the left, I Debug.drawRay in black the direction of the hitInfo.normal every frame It seems ...
Ugo Hed's user avatar
  • 281

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