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Very Confused About Convex Mesh Collider Result
Hello everyone, I'm really stuck on understanding the result of applying a convex mesh collider with one of my meshes.
The problem:
When setting up the mesh as a whole, the concave mesh collider is not accurate, you can see in the 'trouble' image that the collider misses vertices and the edges are not correct.
What I've done so far:
I re-check the limit of 255 triangles and original mesh meets that requirement (according to Unity's calculation). I also (as far as I can tell), meet the criteria for a convex mesh. At one point I just chopped off 2/3rds of the model and stuck the same front of the model in and...it worked (see the 'works' image).
So at this point I'm not sure what to make of it. Is the mesh as a whole concave? Is there some sort of 'limit' I am not aware of? Perhaps Unity is reporting one number (as far as tris go) but uses another internally? Any ideas are appreciated, thank you for reading.
Sorry, i was saying that it was just the way unity calculated the mesh, but then i noticed that it did miss a vertice or two.
'i noticed that it did miss a vertice or two'
-If I showed the whole mesh you would see that more clearly, but that would require a video to properly show.
'the way unity calculated the mesh'
-That is something I'm curious about (although I suppose as long as it works it isn't that important). When using non-convex, Unity seems to use the geometry of the source mesh 1:1, but when doing convex, it creates pole pieces, any idea why?
Well, Unity will try to make a mesh to cover the whole thing with as few pieces as possible, leave no holes or inlets, and turn all the face normals to look outside. If you have a square with 100 triangles for example, it is still the same with a square with 2 triangles. But i haven't had a case with any of my models so far that Unity said "Naaah. i don't like that vertice."
Perhaps it was a glitch with that import and your edit made unity to re calculate things.
"Perhaps it was a glitch with that import and your edit made unity to re calculate things." -I've tried a number of different import settings / changing the model file type, so far nothing...I'll make sure to note if I find anything out.
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