Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by aaro4130 · Aug 31, 2014 at 04:01 AM · physicsrigidbodymeshcollidervehicleflipping

Best way to add a MeshCollider at runtime without ruining physics?

Hey! I need to add a meshcollider to my vehicle at runtime but as soon as I do it will ruin physics entirely. The car will clip at 20mph, and roll over 4 or 5 times. Not it is not stabilizer bars, yes I am adding them, yes the CoG is correct.

Here is a snippet of the code

         //RIGIDBODY FIRST!
         car.AddComponent<Rigidbody>();
         Rigidbody r = car.GetComponent<Rigidbody>();
         r.interpolation = RigidbodyInterpolation.Interpolate;
         r.collisionDetectionMode = CollisionDetectionMode.Continuous;
         
         car.AddComponent<MeshCollider>();
         MeshCollider CCgb = car.GetComponent<MeshCollider>();
         CCgb.convex = true;
         //CAR COLLISION!
         Mesh carColliderMSH = tmdl_load.LoadTML (CarFile + "/" + CarName + "_COLLISION.tml",true,false).GetComponent<MeshCollider>().sharedMesh;
         CCgb.sharedMesh = carColliderMSH; //This messes it up =c
         //Calc physics?
         car.SetActive (false);
         car.SetActive (true);
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Kiwasi · Aug 31, 2014 at 05:19 AM

Put the rigidbody to sleep first, then add the collider, then wake it up again.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image aaro4130 · Aug 31, 2014 at 08:06 AM 0
Share

Unfortunately this didn't work for me =/

avatar image
0

Answer by The_Mean_Fiddler · Jun 20, 2015 at 06:09 PM

The center of gravity of the rigid body is calculated from the colliders attached to it.

You will have to adjust the position of the center or gravity. eg.

rigidbody.centerOfMass += new Vector3(0,-0.3f,1f);

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Player Teleporting on top of Enemy 1 Answer

Wheel Collider Tilt? 1 Answer

My motorcycle's rear wheel doesn't slide like it does in real life when applying brakes 0 Answers

Rigidbody bowls/baskets - is there a better way? 0 Answers

Truck-Trailer Hinge Joint 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges