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Question by Bluestrike · May 13, 2013 at 11:15 AM · colliderlocale

Disable collider automaticly for lodgroups?

Can I have the collider for lower detail meshes in a lodgroup have automaticly disable the mesh collider?

For example having a lodgroup with 3 meshes means there are 3 collider meshes in roughly the same space while I would only need 1.

This leads to alot of unexpected behavior like invisible walls caused by a lower lod model collider and also weird physics behavior in my ball physics game.

Like surfaces being slippery that aren't that fix themselves if i disable a lod collider.

Having to go trough every model in my levels will take alot of time so i wonder if I can tell the fbx importer to have the lodgroups lower detail meshes have no collider.

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avatar image barbe63 · May 23, 2015 at 10:20 PM 0
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I don't know if there is a better way but I would consider using a sphere trigger and just use OnTriggerEnter/Exit to do the job.

avatar image Bluestrike · May 24, 2015 at 09:41 AM 0
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I ended up writing a script that disables colliders on lower lod meshes in the scene.

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Answer by ZiadJ · May 24, 2015 at 02:44 PM

LODGroups only seem to be able to work on renderers in Unity3d. A workaround is to attach a script to the parent gameobject that will disable all child colliders by name at startup. Here's a sample method you can use to achieve it:

 private void DisableCollidersRecursive<T>(string nameMatcher = null) where T : Collider
 {
     Regex matcher = string.IsNullOrEmpty(nameMatcher) ? null : new Regex(nameMatcher);
 
     foreach (var collider in gameObject.GetComponentsInChildren<T>())
         if (matcher == null || matcher.IsMatch(collider.gameObject.name))
             collider.enabled = false;
 }

For instance you might set the input parameter as ".*_LOD1" to target only first level LODs.

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