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Question by Ebil · May 01, 2013 at 08:23 PM · collisionrigidbodyspheretessellationphysic

Better tessellation collision

Hi everyone,

I have a cube which uses a tessellation material and changes the shape of a sphere. The new shape of the sphere does not react on collisions, just the old sphere is still colliding. Even if I add a mesh collider Its not working, its like there is just the sphere. But I want the real tessellated object to collide. How can I do that?

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avatar image AlucardJay · May 03, 2013 at 04:15 AM 0
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You need to update the sphere collider. Increase the radius to reflect the new size that the collider needs to be :

  • http://docs.unity3d.com/Documentation/ScriptReference/SphereCollider.html

  • http://docs.unity3d.com/Documentation/ScriptReference/SphereCollider-radius.html

  • http://docs.unity3d.com/Documentation/ScriptReference/SphereCollider-center.html

avatar image Ebil · May 07, 2013 at 07:23 PM 0
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Thats not what I meant. I did changed the sphere collider size, but I dont want it to be round! The tessellation material gives the sphere another mesh, I want a collider for that "new" tessellated mesh.

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Answer by Graham-Dunnett · May 07, 2013 at 08:05 PM

You will need to build a mesh collider and update that to reflect the shape that the tessellation creates.

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avatar image Ebil · May 07, 2013 at 08:12 PM 0
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As mentioned it is still a sphere. You mean manually building the mesh collider? That would be too much work for too many meshes. Is there a way to auto-generate it (I know there is for imported meshes)

avatar image maxG · May 22, 2013 at 03:17 PM 0
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its not too much work. you can create the collider mesh in a modeling program by using the same heightmap used on the shader. You will have to match the heights of each to get a relatively accurate collision. I would also try to keep the displaced mesh collider fairly low poly, as a totally accurate calculation of the heightmap would crush the engine. Since there is no real mesh data co$$anonymous$$g from the shader itself, you can not 'auto-generate'. The tessellation is essentially an illusion, wherein the model it is applied to is the actual shape of the object.

avatar image Ebil · May 22, 2013 at 04:27 PM 0
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Thanks, did not think of using the heightmap as template for the collision mesh.

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