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attatch collider already in 3ds Max, not in Unity
hi to all. somebody know if there is the possibility to attach a collider to a model directly in 3ds max rather than attach on unity? thanks ;)
Answer by Kacer · Jun 08, 2011 at 10:13 AM
As far as i know, it is not possible to add a collider directly in max, since it is only the mesh, materials and animation that gets exported. You can, however, add a mesh collider in unity, directly on import.
just out of curiosity, why would you do that? :)
Answer by bisciasia · Jun 08, 2011 at 10:19 AM
because i want to sell some model in asset store but i want that models has collider attached. in this way final user doesn't attach anything because model is ready to use. ;) in import options can i apply a box collider? thanks ;)
Add a comment ins$$anonymous$$d, if you want to answer a question, ins$$anonymous$$d of making a whole new answer post ;).
No, you cant add a box collider on import, you can only ask the importer to generate a collider, a mesh collider.
In any case, personally i would prefer models i bought to be without any form of extra fluff, you cant be sure if your client would rather have a sphere collider ins$$anonymous$$d of your box collider.
Sell both the $$anonymous$$ax file and the Unity asset with Unity fluff. $$anonymous$$ake sure to include the FBX export for those who don't have $$anonymous$$ax installed.
Answer by Anxo · Jun 08, 2011 at 10:35 PM
if you sell it as a package, the user would have the mesh as well as any colliders you set up in unity.
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