Very useful tip. Also Unity's ProBuilder can be used to create the fake mesh. Same fake mesh can also be set only to cast the shadows of the model, when the player is far away enough.
@comp3interactive3 жыл бұрын
It surely can, personally I'm not a fan of Pro Builder, I just find it clunky to use but I'm used to using Blender and 3D modelling in general. All about what you're comfortable using I suppose
@panickal2 жыл бұрын
My problem is using rigidbodies with mesh colliders. Because unity doesn't support non kinematic rb with non convex mesh collider
@aussieraver7182Ай бұрын
Same, I had to make the decision to change my workflow and simply setup the collision directly in Unity, using the primitive colliders. It's a bit more time consuming than creating the collider meshes from your 3D application since its not as accurate to shape the colliders, but its functional and more optimised.
@DiegoSynth3 жыл бұрын
Excellent video, very well done, to the point, great explanation and rich content. Very clear voice and narration. Thank you very much and please keep it up!
@GamerReality8 ай бұрын
Hello, thank you for teaching this method, but I have a question about performance considerations. A box collider has 6 faces, so would a custom beveled box collider with 24 faces and a mesh collider without the convex option take 400% more calculation? Basically, are the number of faces on a mesh collider proportional to the performance cost, or can I at least plan it this way? I’m making a physics multiplayer VR game that needs accurate colliders, which is why I ask.
@kobyfr2 жыл бұрын
how would you add a non-convex mesh collider to your object if it has a rigidbody component?
@mysterious_monolith_9 ай бұрын
That's amazing! Great video!
@3zzzTyle Жыл бұрын
Optimal collision meshes, regardless of the engine, must be convex (so no inset + extrude) and without holes. This will still work for some purposes, but is more expensive and bug-prone. It's better to make several convex collision meshes and import them all.
@rachapongwatana38682 жыл бұрын
Thank you so much for sharing us for very nice tricks to work with Mesh Colliders.
@km3-sdn4yehembangkauh59 Жыл бұрын
I want use mesh collider and rigidbody (use gravity), but when i set rigidbody (use gravity) its should use convex at mesh collider. how i can use gravity without convex in mesh collider?
@delcien96972 жыл бұрын
Thnx for this video! ive been trying to figure this out today, u explained it brilliantly! :)
@erdemozsumbull10 ай бұрын
Thank you! Nice tutorial video
@DianaDigipaja Жыл бұрын
Thanks for the great video! I followed your instructions but for some reason it didn't quite work for me. I think my problem is that the Mesh Collider Components Cooking Options is still stucked on Everything where as yours changed automatically to Mixed (7:04). Any idea why or what's wrong?
@raphaelrtf3 жыл бұрын
Hi Mike, Raph here. Another great tutorial, thank you!
@mohamadjeldeh1094 Жыл бұрын
that is great, but isn't helpful because you may have to transform the shape to convex I need to adjust the polygons in convex shape collider and didn't find anything about that topic
@nickolayfetlistov4416 Жыл бұрын
Great video! It's perfect! Thank you!
@foreducation4082 жыл бұрын
such a simple and awesome video, thanks for making this.
@Setsx62 жыл бұрын
Can you do this in unity without using blender?
@workthenplay2 жыл бұрын
Great tutorial! What happens if your mesh animates and moves? Can you share how you would do that?
@AhmedRamadan-ke8lo2 жыл бұрын
it is good teqnique for quick open world for individual developer to make less time
@pg14482 жыл бұрын
Thanks. Very helpful
@laytonvicars46062 жыл бұрын
Thank you very much! Very informative video!
@aliqaheri24592 жыл бұрын
Great video. Thanks!
@hernandonj3 жыл бұрын
Great tip. I wonder if this method is still good for moving the tank for example through a city, because it is needed to collide with ground and other game objects
@comp3interactive3 жыл бұрын
Yeh man this method would work perfectly. You might need to add a few more boxes for the tracks / any other dynamic parts just to get more detailed collision detection, but any way it would be 100x better than using a raw mesh collider
@Squidmoto32 жыл бұрын
Wouldn't a way faster way be to just duplicate the mesh and use the limited dissolve tool? That way it gives you a slider to adjust how detailed you want it to be. It won't ever get down to primitive shapes like you made here, but it'd get pretty close and it'd be like x10 faster.
@maxtoka5867 Жыл бұрын
Well good idea for most casual cases, but when you need modular damage for your tanks or whatever - better to keep separated colliders on tower, tracks, hull etc.
@abultimatetanksimulator66053 жыл бұрын
is 1000 tris ok for the mesh, cuz if you want to do a tank game you will need to add armour values and you can t just make a cube and a sphere.
@AJ-nm5fx3 жыл бұрын
Great stuff, very informative! SUBBED
@ishant94232 жыл бұрын
Hello, I was making a racing game and needed help regarding this Actually, I know there's the wheel collider component to go about it but I was planning to making my own vehicle physics Now, the problem I am facing is regarding the wheels collision detection. The wheels are cylindrical in shape and so I couldn't apply a convex mesh collider to them. Adding a concave collider causes them to be kinematic, which they cannot be Please help me out with this issue
@luxart1000 Жыл бұрын
Wow thank you so much u such a boss
@tanimator873 жыл бұрын
This was awesome thanks a lot for this tutorial
@فارس-م9ش3 жыл бұрын
Can I apply deformation on the 3D model using this optimized mesh collider way?
@victorlapin20803 жыл бұрын
Writing on the tank means "scoundrel" in Russian 😊
@comp3interactive3 жыл бұрын
Oh sweet! Atleast it wasn't offensive 😂 I never thought to check the translation!
@jeronimocollares3202 жыл бұрын
Let me ask you something. To a character - and im talking about a hight poly char (my toon and works fine), a low poly version can work fine like a mesh collider, IF I ONLY use it in player OR some char in the scene, no? We hav this tech today, no?
@zeroerror23382 жыл бұрын
Very nice tutorial with amazing trick for improving performance of games.But i ran into a little problem whenever i add my collider mesh to the mesh collider component it rotates opposite, to the actual model.
@UnityTrap2 жыл бұрын
I think you can fix it by going into Object>Apply>All Transforms, I haven't had my pc for almost 2 months so I don't really remember.
@Rfkfuzzygaming4 ай бұрын
I know its been like 3 years but im trying to do a map
@adilsonjunior53263 жыл бұрын
Very good content. I want to create a collision mesh for a shooting game character, but I wanted to know how to make the collider detect where in the body the shot was.
@Jay12321Jay3 жыл бұрын
What happens when the turret rotates...?
@comp3interactive3 жыл бұрын
If you're using moving components then you'll have more than one model, so you'd make more than one collider mesh box
@simulation31202 жыл бұрын
Perfect video.
@FONORX2 жыл бұрын
Raw Mesh Colliders - Highly likely won't affect the performance of static meshes.
@iriaizanami869 ай бұрын
tHANKS
@offcyclops3 жыл бұрын
a thousand thanks to you
@oozly92913 жыл бұрын
Very useful!
@Alex-tn7pv3 жыл бұрын
Are you Chapter Master Valrak's brother?
@comp3interactive3 жыл бұрын
I just had to check who that was, but he does sound like he's from the area I live!
@panickal2 жыл бұрын
Why would anyone want a tank that has no rigidbody for physics this is absurd
@BunnyHuggerr Жыл бұрын
To bad ur not explaning what are you pressing for people who first time uses Blender. Like Insert Mesh and the other stuff u click on.
@paulbunyangonewild7596 Жыл бұрын
I see nothing here that cant be done with primitives, you know you can attach primitves to bones? That way its nice and optimized and can move, and if you really need some extra precision with placement, use a child object and rotate it, that way you can have primitive colliders at off angles, not sure if off axis scaling works (probably not because its not a great idea anyways) and all of this when attached to a parent object with a rigidbody, its gonna act like one big rigidbody. Collisions included. Not to mention these mesh colliders, unless broken into chunks, cannot move with animations like the graphical mesh can, itd be too expensive. It has to check each triangle individually for collision, and has no concept of "inside" the mesh. For example, a sphere collider is the simplest one, being only one 3d point in space, and then a radius in which you can collide, mesning if you somehow landed inside the mesh, it would pop you out the side youre closest too. Same with a box collider, it checks collisions within a box volume, and because of that, the whole box counts as colliding. But with mesh colliders (with maybe the exception of convex hulls, but i think theyre processed in exactly the same way, just as an easy optimization option) The only time you collide with the object is when you touch anywhere one the outer hull, but thats it, if something was inside, it would then be stuck in there, with the mesh collider acting like an infinitely thin wall, only colliding when it touches the edge. Its okay for more insignificant objects that are just set dressing, and if you make all your important objects collision type "Continous"(where it drags the mesh along its trajectory instead of teleporting a certain distance, which is how instantanious works)
@JTAGames3 жыл бұрын
Cool
@orenhorvat15542 жыл бұрын
If only you'd have as little as a program telling me what the fuck to click as a shortcut or explain in detail how to extrude something because I have no way of following the tutorial without knowing exactly what to click