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PolygonCollider2D edit problem
I have created a script that build a mesh which represents the fluid based on collider objects in the scene.To detect if this fluid touches anything i have to convert these mesh vertices to Polygoncollider so this way it would be able to detect 2d components when it collides but i have come across with an interesting problem.The problem is when a pull the vertices data and import it in the polygoncollider by using SetPath my fluid mesh object disappears at sometimes(in some frames).I check if it was a problem that environment based but its not here the things that i know about the problem
but first to clear things the objects which i have in my scene
A game object that contains the mesh data
A game object that contains polygonCollider component (apart from the mesh object)
A gama object that contains my script which i use this script to create mesh and polygoncollider object seperately
Lets come to the things i know about the problem
Problem disappears when i delete the line which holds to pass vertices to polygonCollider
If i run the code my mesh appears and disappears like randomly
I freezed to scene and checked the polygoncollider and when i checked the points array it was the same positions 1-360 all of them was the same.
The identical positions was irrevelant from the actual positions, the positions when objects appears without a problem
And here my code part that runs the line that i pass mesh vertices to polygoncollider
Triangulator _tr = new Triangulator (_collection);
Mesh _mesh = new Mesh();
_mesh.name = "MeshVolume";
_mesh.vertices = Roveldo.convertDimension (_collection);
_mesh.triangles = _tr.Triangulate();
//_mesh.uv = _collection;
_mesh.RecalculateBounds();
_mesh.RecalculateNormals ();
_obj.GetComponent<MeshFilter> ().mesh = _mesh;
border.GetComponent<PolygonCollider2D>().SetPath(0,_collection); // THE PROBLEM
If you dont have a clue to solve this would you help me with these things below ?
If there is a way to detect meshcollider with 2d collider components.
If there is a better way to achive this other than colliders.
Answer by alph1 · Apr 20, 2017 at 04:56 PM
Well i solved the problem its silly that i forgot adding a layermask so when build polygoncollider the frame after his build rays collides with the polygonCollider i created.So there is no problem lies here.
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