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Imported Blender model causes strange collisions
Hi all, I have a simple game with a sphere as the main player running through a track.
I have created a curved track model in Blender and imported it into Unity. However when the "Player" (sphere) goes onto the model, it "bounces" up on the track, however I think it's a wonky collision rather than a bounce as I have added a Physics material with zero bounce to both the ball and the track and the issue persists.
Has anyone else had the same issue? Or know of a solution or a possible work around? I can share the Unity project files if required.
Here's a gif of the issue: http://imgur.com/1EKAtw7
Answer by pcdrive · Oct 09, 2016 at 12:54 PM
Hi!
Maybe it solves your problem.
I run into a problem which seems similar. So.. Do yo use convex mesh collision? Cause in my experience it is not the best solution since it does not follow exactly the model you import. maybe try it then with non-convex. If it still not solves your problem the you can use some easy workaround with some work: Use models with less faces for collisions. uncheck renderer and use them only for collisions. I have a 3d space shooter and i solved the asteroids this way.
good luck solving it ! =)
Thanks for your answer!
I'm using non-convex mesh collider, so I will try the work around.
Just to confirm what you mean: turn off the collider mesh on the model, then do I create my own collider mesh either with less complex model or with an object(s) in Unity?
Thanks heaps!
I have done what pcdrive suggested: created a simpler mesh, remove the renderer and overlay it onto the actual mesh.
Time consu$$anonymous$$g but the work around that would probably be easier in the long run.
Thanks pcdrive and jrocamora for your help!
Answer by jrocamora · Oct 10, 2016 at 07:37 AM
Your ball is going pretty fast, even the smallest bump would offset the direction it's going to cause a noticeable difference. You'll probably have to do a DIY law of Unity physics as a workaround.