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Question by TorQueMoD · Feb 12, 2016 at 09:28 AM · collisioncollidercollision detectionskinned meshper-poly

Add colliders to original/root asset?

Hey there,

I'm new to Unity... I'm used to UE4's method of adding collision to the original or root asset and having it be applied to every instance in the scene but have no idea how this is done inside Unity since there doesn't seem to be an object viewer built into the editor. As far as I can tell in Unity 5, you have to add the colliders to the bones of the individual instances in the hierarchy rather than just once to the original asset. I'd much prefer to add colliders to the root asset as I'm using the skinned mesh more than a dozen times over in the scene and adding colliders to each bone (8 bones per instance) manually would be ridiculous.

I've done a dozen google and youtube searches and no one talks about adding colliders to the bones of a skinned mesh. Any help figuring this out or links to tutorials on this would be greatly appreciated.

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Answer by TorQueMoD · Feb 25, 2016 at 06:57 PM

Ok for anyone else new to Unity from UE4 or another engine, what you have to do is create a prefab. To do this first drag your mesh into the scene and add all the components you want it to have by default. In this case, add a Mesh Collider. Then in the project window browse to where you want your prefabe to be created (in my case its Assets - Models - Props - Prefabs) and then Right click and choose Create - Prefab. Now just drag the asset in the Hierarchy onto the new Prefab and you're done. From now on use the Prefab when you want to add the model to the scene instead of the root model itself.

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