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Question by camander321 · May 05, 2015 at 05:01 PM · collisionrigidbodymeshcollidercapsulecollider

Capsule Collider and Mesh Collider Collision

I'm making a 2d side scrolling game with a procedurally generated tile map. The map is a mesh with a mesh collider. For testing player collision with the map, I first used a sphere with a sphere collider, which worked wonderfully. When I had my player sprite ready, I slapped a capsule collider on him (It was a better fit) and...trouble.

When he hits the edge of the mesh, he falls about half a unit through, stays there for a second, and then continues falling through the rest of the map. Giving him a different collider fixes the problem, but I'm curious why the capsule collider is failing. the sprite is lined up with the map mesh correctly, it has a rigidbody, and its not falling off to the side. Its going Through the map. Any Ideas?

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ss2.png (310.3 kB)
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Answer by Ilgiz · May 05, 2015 at 09:34 PM

what about box collider instead mesh collider?

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avatar image camander321 · May 05, 2015 at 09:40 PM 0
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The map will have holes in it, so I would need individual box colliders for each tile. This seems a little excessive for thousands of tiles

avatar image Ilgiz · May 05, 2015 at 09:49 PM 0
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try to enable convex in mesh collider

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avatar image Ilgiz · May 05, 2015 at 09:50 PM 0
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try to enable Convex in mesh collider

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