Hi Jacob, thanks for the video! One question, if I grab a house prefab can I add a mesh collider and avoid having the player walk thru walls but allow the player to walk thru windows and doors? Righ now I am creating a box collider for each wall but I thought that there was a faster way of doing it with a mesh collider? Thanks
That was very useful, thanks. Quick question : I am using the 2020.1.2f1 version of Unity. And I don't seem to have the "Inflate Mesh" and "Skin Width" options available, for the Mesh Collider. Is there a replacement for those in the new Unity version ?
Thank you very much. Subscribing. This was very helpful. I can make a 100 point low mesh from my rocks in Zbrush... However I wonder how to ensure I never move the textured rocks away from their collider by accident
If you add a mesh collider, there is actually a slot on it where you can specify what mesh you want to use for collision. It will then follow the textured mesh.
@@jakenolt thank you so very much for your reply, and amazingly so very fast. Thanks so much! I'm having trouble doing it myself. I had already a mesh in the scene so i thought i'd make myself a super low based on the same molel... but now i can import the colider mesh into the assets, however if i click on the little target to set it for the object as it's mesh i don't see it, and if i drag it into the scene it's going to be at a different position. What would be the workflow to get them both sitting inthe same space. Should i delete the one in the scene and drag it in somehow with the other and then position it only? thank you so very much for your answer! Also thank you in your video that you indicated the order of efficiency from best to worst! Too bad unity itself or some asset doesn't support automagical drastic decimation for the collider... or maybe you know of anything that does that?
@@VoidloniXaarii whatever 3d software you're working in, you need to make sure both the textured mesh and the collider model occupy the same space and have the same origin points and scale. If they do not match, the collider will be offset from the textured model. Additionally, when looking in the inspector, you should be able to drop open your collider file to see the individual parts (like if there were materials being imported they would show when you drop open the model file). You would grab the mesh to use as the collider from there, not the source file. It just needs to reference that mesh object. Happy to help if I can!
@@jakenolt aaa, maybe that's why i could see it at the bottom drawer of the screen but not as an option inside the select colider... then i have to figure out how to take it out of that "package" and have it be outside without the rest of the stuff. Thank you so very much for your helpfulness and friendliness!!!!!!!!!
What do you do when your mesh collider is taking the mesh of a model that doesn't exist? I was walking into walls that don't exist anymore in Unity because I deleted them all and I even double checked the meshes were the correct ones and they definitely are. I've also tried reimporting the model but that didn't work either. Any ideas?
0:50 box collider: cube
1:53 sphere collider: sphere
2:13 capsule collider: capsule
3:00 mesh collider: exact geometry
i love you
Just one minute into the video and my problem is solved. Thank you
as a person who unfortunately knows little about such an interesting and so huge engine as Unity, it was really useful! Thanks for the lesson.
this was way better than all the other videos i watched. Thanks! Thumbs up and a like for ya!
Thanks!
Dude you are great, straight to the point and I love it! Thank you!
I needed a quick refresher on mesh colliders and this was perfect!
Glad it helped :)
Thanks, nice and simple for beginners.
Hi Jacob, thanks for the video! One question, if I grab a house prefab can I add a mesh collider and avoid having the player walk thru walls but allow the player to walk thru windows and doors? Righ now I am creating a box collider for each wall but I thought that there was a faster way of doing it with a mesh collider? Thanks
I have the same exact question as you!
That was very useful, thanks.
Quick question : I am using the 2020.1.2f1 version of Unity. And I don't seem to have the "Inflate Mesh" and "Skin Width" options available, for the Mesh Collider. Is there a replacement for those in the new Unity version ?
Thank you very much. Subscribing. This was very helpful. I can make a 100 point low mesh from my rocks in Zbrush... However I wonder how to ensure I never move the textured rocks away from their collider by accident
If you add a mesh collider, there is actually a slot on it where you can specify what mesh you want to use for collision. It will then follow the textured mesh.
@@jakenolt thank you so very much for your reply, and amazingly so very fast. Thanks so much!
I'm having trouble doing it myself. I had already a mesh in the scene so i thought i'd make myself a super low based on the same molel... but now i can import the colider mesh into the assets, however if i click on the little target to set it for the object as it's mesh i don't see it, and if i drag it into the scene it's going to be at a different position. What would be the workflow to get them both sitting inthe same space.
Should i delete the one in the scene and drag it in somehow with the other and then position it only?
thank you so very much for your answer! Also thank you in your video that you indicated the order of efficiency from best to worst! Too bad unity itself or some asset doesn't support automagical drastic decimation for the collider... or maybe you know of anything that does that?
@@VoidloniXaarii whatever 3d software you're working in, you need to make sure both the textured mesh and the collider model occupy the same space and have the same origin points and scale. If they do not match, the collider will be offset from the textured model.
Additionally, when looking in the inspector, you should be able to drop open your collider file to see the individual parts (like if there were materials being imported they would show when you drop open the model file). You would grab the mesh to use as the collider from there, not the source file. It just needs to reference that mesh object.
Happy to help if I can!
@@jakenolt aaa, maybe that's why i could see it at the bottom drawer of the screen but not as an option inside the select colider... then i have to figure out how to take it out of that "package" and have it be outside without the rest of the stuff.
Thank you so very much for your helpfulness and friendliness!!!!!!!!!
@@VoidloniXaarii sure thing! Hope it works out for you.
Thanks friend
What do you do when your mesh collider is taking the mesh of a model that doesn't exist? I was walking into walls that don't exist anymore in Unity because I deleted them all and I even double checked the meshes were the correct ones and they definitely are. I've also tried reimporting the model but that didn't work either. Any ideas?
You can manually drag on the mesh that is being refenced for the object into the mesh collider in the inspector. Try that maybe?
Thanks friend!
Thank you very much
Thx u so much my friend
you now cant put mesh collider with rigidbody2d
Rocks should always be rock solid
you're good.I will subscribe you.
thanks
awes
thanks