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Question by Bizzy1994 · Feb 16, 2018 at 09:16 PM · collisionphysicsblenderfbxmeshcollider

Proper Physics With Imported FBX Models

Hi Guys, Im currently working on a little pinball game. I made a paddle out of 3 single objects in blender and imported them together as a .fbx file. After importing the model in unity i split the single models in a group-gameobject and added a HingeJoint to this group-object to perform the physical interaction. Each model in the group-objects has its own RigidBody with IsKinetic = true because of the MeshCollider but if i try to shoot a ball its like the paddle is just pushing the ball a little bit up, sometimes the ball gets stuck in the paddle too. It seems like the paddle is the problem because if i use a simple box as a paddle everything works great.

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