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Question by ringo1357 · May 15, 2013 at 02:15 AM · collidermeshmodelsolid

How to make a model solid?

I was trying to make my character model solid (So you couldn't walk through it), but I couldn't do it. I checked "generate colliders" but that didn't work. I went into components>physics>mesh collider and it still didn't work! I even looked where it said "Mesh". It normally says "none", but i changed it to my model and it worked, except the meshed wasn't in the right pose and I couldn't change it. (I moved the model's parts to be in the position I wanted it to be in.

I am very new to Unity. Thanks!

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avatar image robertbu · May 15, 2013 at 02:18 AM 0
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Note sure if this is your issue, but if you are looking to make a mesh collider collide with another mesh collider, you need to make it convex. Go to the mesh component and set the Convex attribute. $$anonymous$$ore info:

http://docs.unity3d.com/Documentation/ScriptReference/$$anonymous$$eshCollider-convex.html

avatar image ringo1357 · May 15, 2013 at 07:38 PM 0
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Thanks, but I just trying to make the default 1st person view collide.

avatar image Owen-Reynolds · May 15, 2013 at 11:33 PM 0
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Are you eventually going to move this with a characterController script? If so, you automatically will have a "capsule" shaped collider, and can't really add or change that.

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Answer by Owen-Reynolds · May 15, 2013 at 02:46 AM

The standard way is to put a "regular" shaped collider around it -- like a box, capsule (a pill-shape) or a combination (look up Compound colliders in Unity.)

If you look at most games, odd-shaped stuff usually reacts more like it's round or square. If you ram a bush and walk/push into it from all directions, you'll find the invisible sphere where it "counts as." You can walk through some parts of the bush, and are blocked from entering some empty space. But it's pretty close and everyone is used to it.

For arms and legs, can often shape long, then capsules along them.

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avatar image ringo1357 · May 15, 2013 at 07:37 PM 0
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How do you move the meshes? When i try the green mesh moves the model, too.

avatar image Owen-Reynolds · May 15, 2013 at 11:32 PM 0
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By green mesh, do you mean the green collider wire-frame picture?

If the collider is with the main model, you can use the center and size controls in the Collider part (not the ones on top, with Transform.) But you can't rotate it that way.

If you make a new gameObject with just the collider, you can child it to your character and move it however you want (lots of info on that trick.)

avatar image ringo1357 · May 16, 2013 at 12:54 AM 0
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How is collider in the game object tab? I didn't see it.

Also, here is some more info on the model which might help: It is a model of a person, which I made 100 times bigger to fit the story line. (There's a giant in it) I changed the model from the regular T pose to a sitting position in a sofa I made 100 times bigger. Thanks!

avatar image Owen-Reynolds · May 16, 2013 at 03:37 PM 0
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Get a little more practice with the system and it will make sense.

The scene arrows move "the whole thing." For model+greenCollisionBox, they are useless for moving just the green box. For a child, the "whole thing" is just the green box, so they could be used.

"Your" collider shows up as an entry in the Inspector for you. The Inspector won't show your children's info. Your child's collider (which also counts as being part of you) appears in the Inspector when you select that child. Entries in the Inspector can adjust just the collision box.

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