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Workaround to Non-Convex mesh colliders with non-Kinematic RigidBodies?
Hi!I am reatively new to unity, and have just begun experimenting with importing 3d models. I have created a very simple model in sketchup, of a 3/4 circle, the other 1/4 is simply removed. On importing the model, i found that in order to use physics, as a non-kinematic rigidbody...my mesh collider must be convex. However i can't do this, as the collider will not account for the removed 1/4 of the circle. Making it kinematic is not an option, as it needs to move around with added forces and such.
Has anybody found a workaround to this, and does anyone know why this restriction is in place? I'd love to know.
Any help would be appreciated, Thanks!
Avoid sketchup. Its not much good for Unity $$anonymous$$odelling. Try Blender.
Answer by stanzy · Feb 23, 2017 at 08:10 AM
You could use this script as a workaround:
http://productivity-boost.com/DownloadNonConvexMeshCollider.html
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