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Question by Garkon53 · Jul 19, 2015 at 06:53 PM · rigidbodycollidermeshmodelmeshcollider

Workaround to Non-Convex mesh colliders with non-Kinematic RigidBodies?

Hi!I am reatively new to unity, and have just begun experimenting with importing 3d models. I have created a very simple model in sketchup, of a 3/4 circle, the other 1/4 is simply removed. On importing the model, i found that in order to use physics, as a non-kinematic rigidbody...my mesh collider must be convex. However i can't do this, as the collider will not account for the removed 1/4 of the circle. Making it kinematic is not an option, as it needs to move around with added forces and such.

Has anybody found a workaround to this, and does anyone know why this restriction is in place? I'd love to know.

Any help would be appreciated, Thanks!

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avatar image meat5000 ♦ · Jul 19, 2015 at 01:02 PM 0
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Avoid sketchup. Its not much good for Unity $$anonymous$$odelling. Try Blender.

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Answer by stanzy · Feb 23, 2017 at 08:10 AM

You could use this script as a workaround:

http://productivity-boost.com/DownloadNonConvexMeshCollider.html

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