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Question by ECampese · Apr 29, 2021 at 04:27 PM · collidersfbxworkflow

Level Design workflow - Blender to Unity issues.

Hello guys.

I'm starting out with Unity, and I have a question about the level design workflow.

I tried to place assets that I've created in Blender, in Unity. I find the positioning of things quite hard in Unity, I would prefer to use Blender, and export the whole level in Unity once completed.

I hope I'm not the only one who prefers this workflow. Now my question is, how do you handle situations like Colliders?

This is my current scenario. I got this level in Blender, a plane and some obstacles on top. The importing in Unity went smooth and everything is fine. Now I need to add colliders to the obstacles, and also to things that should be "not traversable". But I have a lot of rocks, a lot of different objects scattered around which would need a collider, and all the time I gained by using Blender for the level design I'm wasting it again by adding all the colliders manually, one by one.

So, how do you do? How do you handle this issue?

Also in Unity, there is a function that adds a "mesh collider" for each item ( in the fbx import panel ). From what I know though, having "mesh" colliders is overkill for the performance right? Like for rocks, or small things. Correct me if I'm wrong.

Thank you for your time!

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