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Question by AlphaWolf464 · Apr 10, 2019 at 08:23 AM · rigidbodymeshcolliderboxcollider

RigidBody/meshcollider falling through boxcollider

I have a gameobject with both a rigidbody and meshcollider attached to it currently, and a floor with a box collider attached currently. I have made sure it isn't the thinness of the floor's box collider, and I've looked for every possible incompatibilty between colliders online, and I've tried out several combinations, but the mesh/rigid keeps falling through the floor.

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Answer by mattmjarvis · Apr 10, 2019 at 08:26 AM

Make sure neither of the colliders have 'isTrigger' enabled.

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avatar image AlphaWolf464 · Apr 10, 2019 at 11:29 AM 0
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Neither do @mattmjarvis

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Answer by AlphaWolf464 · Apr 10, 2019 at 07:48 PM

Fixed it with making both objects have a box collider, idk not working with one a mesh. Should it?

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avatar image mattmjarvis · Apr 10, 2019 at 07:55 PM 1
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$$anonymous$$esh colliders are the most accurate for collision detection - So it should definitely work. I think you need to set one of them as convex to allow collision between two mesh colliders.

avatar image Bunny83 mattmjarvis · Apr 11, 2019 at 12:43 AM 0
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Actually the requirements have changed a little. If a rigidbody has a mesh collider it always has to be convex. $$anonymous$$oving non convex mesh colliders is no longer supported (and in reality they never worked very well). Read the Limitation section of the $$anonymous$$eshCollider documentation. Note that in the past the convex hull that was generated when you set a collider convex couldn't have more than 255 triangles. I can't find any note about that in the current documentation, but i'm pretty sure this still applies. Unity generates the convex hull itself when you check "convex".


Of course the convex hull of an arbitrary mesh might no longer represent the object the way you may expect. $$anonymous$$ake sure you understand what a convex hull is.

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