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VaM 1.x Colliders don't apply in Prefab?

Threads regarding the original VaM 1.x

Okachu

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Colliders on some imported gltf prefabs don't work.

I'm creating box or capsule colliders as usual by clicking on the objects. But the asset is still ghosty in Vam?
There is also no "generate collider" option.

Do I need to build mesh colliders, use Hazmhox's cuacollision script or both?
 
But the asset is still ghosty in Vam?

What does that mean?
Don't use generate collider, collisions should work with box or capsules or even mesh colliders.

Please detail your use case and your test process.
 
What does that mean?
Don't use generate collider, collisions should work with box or capsules or even mesh colliders.

Please detail your use case and your test process.
I have probably found my mistake: For whatever reason I couldn't drag the scene to the export window. Then I took the prefab folder directly. And I guess this not exported the colliders.

Tried another gltf scene and I had to drag it several times into the export window to get it work.
 
None of these statements make sense.
  • You drag whatever you want into the assetbundle builder
  • You can't drag both a scene and assets into the assetbuilder, it's either assets + prefabs. Or scenes individually (which will auto include dependencies)
  • GLTF are not scenes, they are meshes
  • All this above, does not corrolate with colliders issues
  • Both scene and prefabs works with collisions by default
So all and all, your problem is not here.
 
None of these statements make sense.
  • You drag whatever you want into the assetbundle builder
  • You can't drag both a scene and assets into the assetbuilder, it's either assets + prefabs. Or scenes individually (which will auto include dependencies)
  • GLTF are not scenes, they are meshes
  • All this above, does not corrolate with colliders issues
  • Both scene and prefabs works with collisions by default
So all and all, your problem is not here.
Yeah, it's not correctly, meaned that I imported a gltf in a scene so it became a gltf scene in my mind.
Imported a new asset that was only accepted by dragging the scene to the window several times (like the other before). And that worked.

However this asset seems a little bit too big? The assetbundle is packed and only has 4,64mb but there are 2 metallic textures with 32mb. I think this is a case for crunch compression?
 
Yeah, it's not correctly, meaned that I imported a gltf in a scene so it became a gltf scene in my mind.
Imported a new asset that was only accepted by dragging the scene to the window several times. And that worked now.

I'm sorry but I'm not really sure I understand.


However this asset seems a little bit too big? The assetbundle is packed and only has 4,64mb but there are 2 metallic textures with 32mb. I think this is a case for crunch compression?

4mb for an asset is not "too big"... 500 is :p
Textures compiled in an assetbundle are always compressed to a game ready format, with or without crunch compression, you will probably never have the original size.
 
I'm sorry but I'm not really sure I understand.




4mb for an asset is not "too big"... 500 is :p
Textures compiled in an assetbundle are always compressed to a game ready format, with or without crunch compression, you will probably never have the original size.
4mb was ok for me, too. Then I thought that the assetbundle is unpacking during the use and taking space. Then I can keep the 4mb, yay.
 
Every assets is obviously read/uncompressed in memory. So yes, a 2048² texture will still consume the same amount of ram in memory compressed or not ;)
 
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