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Question by norrytt · Feb 22, 2018 at 09:22 AM · physicsrigidbodyblender-exportingcapsulecollidersleeping

RigidBody surrounded by capsule colliders won't IsSleeping,Cube's Rigidbody will no longer IsSleeping after adding cones to it

I have a cube. It has a box collider and rigidbody. It "falls" on the ground then goes to IsSleeping == true as intended. Hooray!

I opened Blender and made a cube (I drew one with 8 vertices) with 8 cones sticking out. I imported to Unity. This cube has a box collider and the spikey cones have capsule colliders. It rolls around like a jax which is intended. However, it never goes to IsSleeping == true. I even tried cranking up the gravity over time but it just sits there and the rigidbody on the cube never goes IsSleeping. It breaks my finite state machine waiting for IsSleeping.

It's my first Blender ever so maybe I made like 100 polygons that don't fit, but it seems simple enough that I didn't make a perpetual motion machine on accident...

Help?,I have a cube with a Rigidbody and BoxCollider. It falls to the "ground" and starts IsSleeping == true. Hooray!

I added some "cones" in Blender so it has 8 spikes sticking out from the corners. I imported to Unity and put some capsule colliders on them and a box collider on the cube part. This spikey cube now rolls around kinda like a jax or something which is intended. However, it no longer ever gets to IsSleeping, which is not intended as it locks my finite state machine. I even tried cranking up the gravity over time to see if that would 'settle it down' but it never gets to IsSleeping == true. It appears very still...

It's my first ever Blender anything so maybe I accidentally made like 100 polygons that aren't attached correctly or something.

Help? I need it to get to IsSleeping somehow.

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