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Question by _denis · Nov 22, 2011 at 11:54 PM · c#prefabaddcomponent

AddComponent(

Hi,

I've added an OBJ to my prefabs and instantiate it on the fly. By default it doesn't have a collider (and I can't add collider components to a prefab + I wouldn't like to do it manually for all my meshes), so I add it in a script:

 MeshCollider mc = (MeshCollider)blockInst.AddComponent("MeshCollider");    
 mc.collider.enabled = true;

After that I do:

 Physics.Raycast(ray.origin, ray.direction, out hit);

The meshes I add in the editor can be hit, but my OBJ mesh is never hit unless I bring prefab into the scene, add a mesh collider component to it and bring it back to prefabs (in order to be able to instantiate it again). Can I add meshcollider components on the fly? If yes, what am I doing wrong?

Thanks!

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Answer by Eric5h5 · Nov 23, 2011 at 12:36 AM

I can't add collider components to a prefab

Sure you can. You don't need to bring prefabs into a scene to do it either; just use the Component menu. Anyway, only adding a MeshCollider component by itself (by the way, don't use strings, just do AddComponent(MeshCollider)) won't do much, you need to tell it what mesh to use.

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avatar image _denis · Nov 27, 2011 at 04:18 PM 0
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Sure you can. You don't need to bring prefabs into a scene to do it either; just use the Component menu.

It's always grey out when I select a prefab to add it too. I can attach a screenshot if you want.

you need to tell it what mesh to use.

thanks for a hint. I was trying to figure out how to get access to the actual mesh but could not find it in the docs. It would be great if you could point to a place where it's described in a bit more detail.

Thanks!

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