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Question by usman_the_great · Jul 17, 2010 at 09:43 PM · physicscollidermodel3dsmax

3d model physics problem

Hello, I create a 3d model in 3d studio max and import it in unity 3d pro and when i try to give it mesh collider or rigidbody or other physics it says Losing prefab when i click add the physics works but it don't stop with other objects .

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Answer by Julian-Glenn · Jul 17, 2010 at 09:56 PM

That's OK. Unity is just warning you that you are changing the initial state of the object. You can just create a new empty prefab and drag the game object onto it in the project view to create a new prefab that will include whatever changes you have made.

Creating Prefabs

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avatar image usman_the_great · Jul 17, 2010 at 10:08 PM 0
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i try this but the problem is in physics the other object with mesh collider can't stop the model i give rigid body and mesh collider to the model

avatar image usman_the_great · Jul 17, 2010 at 10:14 PM 0
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the models is animated

avatar image Julian-Glenn · Jul 17, 2010 at 10:16 PM 0
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If they are both $$anonymous$$esh Colliders then unless they are convex they won't collide http://unity3d.com/support/documentation/Components/class-$$anonymous$$eshCollider.html

avatar image usman_the_great · Jul 17, 2010 at 10:26 PM 0
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i change the plane to box collider but now the half of the model stucks under the plane

avatar image Julian-Glenn · Jul 17, 2010 at 10:40 PM 0
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You can adjust the position of the collider on the sunken object in the inspector. Planes can also be a little finicky with rigid bodies Like here: http://answers.unity3d.com/questions/592/collider-size-question

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