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Question by Chocolade · Dec 23, 2017 at 11:26 PM · rigidbodyfps controllerfirst person controllerrigidbody physicsrigidbody collision

How can i make my RigidBodyFPSController to move when Is Kinematic is true ?

The problem is that i have a child object name NAVI(Droid) and the only way i found to make the NAVI Droid to act like the character when colliding doors or walls and not move through the doors and walls is using RigidBodyFPSController.

The problem is that RigidBodyFPSController havea Rigidbody component and if i will not set the Is Kinematic to true i will get error message:

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component

If i set the Is Kinematic to true then the error message is gone but then i can't move the character(RigidBodyFPSController).

So i'm stuck here. The reason i need to use the Is Kinematic is that the NAVI(Droid) have some childs that have Mesh Collider components.

This is a screenshot of the Hierarchy and the Inspector of the RigidBodyFPSController:

RB1

The next screenshot show example of one of the NAVI Droid childs for example polySurface33 and you can see it have a Mesh Collider component in the inspector. All the polySurfaces and also droid_glass and droid_eye have mesh collider component.

And the mesh collider components making problems with the Rigidbody in the RigidBodyFPSController

RB2

My main goal is to make the NAVI Droid child of the RigidBodyFPSController and when moving the character and camera around the NAVI Droid should move also and also not to move thorugh doors walls objects.

I tried before to use FPSController but i could not make the NAVI Droid NOT to move through doors walls objects so i'm using now the RigidBodyFPSController (1)

rb1.jpg (315.4 kB)
rb2.jpg (370.9 kB)
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Answer by ElijahShadbolt · Dec 23, 2017 at 11:49 PM

Leave isKinematic false, and in every Mesh Collider component, set Convex to true. (Each mesh must have no more than 255 triangles (Edit: also no more than 255 vertices)). This tells the MeshCollider that it can collide with other objects because it has a rigidbody.

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