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Torus Shape from Blender behaves strangely
I created a torus-shaped object for my game in Blender, then imported it to Unity as a .3ds file. My purpose is to drop beads of this shape onto a scale through pegs, but the beads never behave the way I want them to.
I put spherical colliders all around the bead, fitting to its shape, so that beads could collide with each other. But they still get stuck within each other occasionally, and some will even fly off the peg altogether. The beads also bounce around a lot, even after I messed around with a lot of settings in the rigidbody and mesh collider material. To partially solve this, I set isKinematic to true for beads that have hit the scale before the scale is allowed to tip, then I set isKinematic to false when I allow the scale to tip. But the beads usually bounce up once isKinematic becomes false, sometimes bouncing unusually high.
How can I import a torus shape from Blender so that it behaves the way I want it to? Is it even possible?
Sounds like that's what he did. $$anonymous$$eshCollider will not collide with other $$anonymous$$eshColliders. I suggest CompoundCollider, read here: http://unity3d.com/support/documentation/Components/class-Rigidbody.html
I already made a CompountCollider; one bead has multiple children, each of which has a spherical collider. I should have been more clear about that. Yet beads still go through each other occasionally. Will adding more colliders stop that, or do I need to do something else?