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Building a prism (adding thickness) from non-convex mesh
I have an array of Vector2 points that defina an edge of a polygon. I would like to generate a mesh collider in a shape of thah polygon at runtime. For that I am using Unity Triangulator. It works fine, represents the desired shape accurately, but the mesh I get is flat. Therefore the collider based on that mesh is non-convex.
I want to use this collider as a trigger to detect if anything enters this zone. To do that I need the collider to be set as Convex. However, when I set a Convex checkbox to true, I get a box collider as a result:
What I would like to achieve is to have the same shape as the non-convex collider, but with non-zero thickness in Y axis.
How do I approach this?
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