Question Static unity asset

Zackkrisosh

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When you add an object it hangs statically in the air, cycleforce can't make an object move.
Is it possible to make non-static, moving object - chair for example? For that you can give it to the hands of the model, push or throw it and it will roll...
I created an item in Unity with "Rigidbody", "Mesh collider" added physic material for it. Exported in VAM, and after that the asset simply began to fall through the floor, like it has no collision.
Many thanks!
 
Solution
My asset Makkink's rocker has physics like you described. The way that one was setup was with several low resolution mesh objects that I took from the high resolution mesh. I then split it into smaller parts that would allow them to be set to "Convex". As you can see it took 10 separate collidable mesh objects, 5 on the left and 5 on the right to cover the entire object. This works for complex mesh objects for the most part. It can take a lot of mesh tweaking to get it right. I have 4 turned off in the screenshot to illustrate an individual one.


1717198505354.png


The other option for much simpler objects is to use the box, sphere or capsule colliders and scale those in their settings to fit your object. These are ideal over mesh...
My asset Makkink's rocker has physics like you described. The way that one was setup was with several low resolution mesh objects that I took from the high resolution mesh. I then split it into smaller parts that would allow them to be set to "Convex". As you can see it took 10 separate collidable mesh objects, 5 on the left and 5 on the right to cover the entire object. This works for complex mesh objects for the most part. It can take a lot of mesh tweaking to get it right. I have 4 turned off in the screenshot to illustrate an individual one.


1717198505354.png


The other option for much simpler objects is to use the box, sphere or capsule colliders and scale those in their settings to fit your object. These are ideal over mesh collision and are much more efficient then the above mesh collision example.

1717198821187.png


I hope this answers your question!

 
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Solution
Exported in VAM, and after that the asset simply began to fall through the floor, like it has no collision.
Many thanks!

Read through what @VaMDeV said it should help.

Also, try HZMDemos, there is a scene named Food101-Collisions-demo in the Food101 folder (you obviously need the dependencies).
The way this scene is made it through a proper collision authoring explained inside that tutorial (chapter called 3 - Handling collisions of your prefabs)

To avoid any confusion (like somebody else did): the demo is a zero gravity scene, but this does not mean it's not valid for standard gravity. It is just the way I wanted to demo proper collisions, everything will work with a normal scene under normal gravity circumstances.
 
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