#So is OnCollisionEnter/OnTriggerEnter

1 messages · Page 1 of 1 (latest)

upper kraken
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My MeshCollider looks like this. (I'm using it on '3D text')

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It seems somewhat complex(?), but it's not super small or anything relative to the other collider (or in general), so kinda surprised it doesn't work, not even sometimes.

open dagger
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  1. Non convex mesh colliders are not supposed to be moved iirc.
  2. Convex mesh colliders could be as precise as any primitive collider.
  3. It's likely that you're doing something illegal, like moving or rotating the object via transform, which would cause issues for unity physics to detect collisions correctly.
upper kraken
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Only the convex one is moving. The other is "catching"them.

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And I was moving it via Transform to test, can't remember if I did without (runtime will be AddForce), let me chck

open dagger
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Rotation also matters. Not just movement.

upper kraken
# open dagger 1. Non convex mesh colliders are not supposed to be moved iirc. 2. Convex mesh c...

Even with AddForce (not transform) moving them, the MeshColliders don't register an OnColliderEnter (but the Boxes still do).

Also quite confused why the instantiated objects tend to go backwards, and only sometimes forwards, despite calling rb.AddForce(instantiatedObj.transform.forward * shootForce) 🤨 . In theory wouldn't it go the same direction every time? The spawn point isn't rotating or anything.

open dagger
upper kraken
open dagger
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You should share some code. And setup screenshots.

upper kraken
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The MeshCollider is created in script

open dagger
upper kraken
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This is the moving object in MeshCollider configuration and the 'Catcher' respectively