WebJun 21, 2024 · 1. A projectile (discrete) travelling fast will go through a static wall (simply a box collider OR a mesh collider. Its not a dynamic object as there's no rigidbody. To solve, we add continuous to the projectile - voila. Problem solved, no matter the speed. Now let's take it a step further and add a dynamic object to the mix. WebApr 29, 2015 · Inside the house is an NPC with a box collider and rigidbody attached, and the house is boxed in by four edge colliders. My character also has a collider and …
Controller with a collider is pushing me around! - Unity Forum
WebMay 6, 2024 · Weird Behaviour: I have some objects with both rigidbody and convex mesh collider where the collision is working fine with a non-convex mesh collider. This is inconsistent with other gameobjects. The objects have all of the same settings. I am using unity version 2024.3.11f1 if that is relevant. The object being used are from this package. WebThe house has 3 different box colliders on 3 sides of the rectangle building shown below. There is no collider on the far side of the image. Inspector for the box colliders on the house It is important to note that there is no rigidbody component on the house and it is set as a static game object. Here is a gif of the issue I am talking about ... hunting with a 10/22
How is a Mesh Collider "performance expensive"?
WebJul 5, 2024 · Joined: Mar 26, 2013. Posts: 11,824. A rigidbody component is the component which allows an object to be affected by the physics system. Affected by the impact of another object, be affected by drag, have a velocity, have a force applied, etc. Colliders are … Unity ID. A Unity ID allows you to buy and/or subscribe to Unity products and services, … WebMay 22, 2024 · 1. From documentation: "GameObjects that have a Rigidbody component only support Mesh Colliders that have Convex option enabled: the physics engine can only simulate convex mesh colliders.". To enable collision you need to check convex option, otherwise it won't collide. WebSep 2, 2024 · 221. I have a sword gameobject (with a box collider) that I instantiate as a child of GvrControllerPointer which is a child of my player. When I swipe my sword/controller at game objects with rigidbodies, they respond as they should - but so does the player! Any ideas of how to allow both the physics of the colliders hitting a rigidbody without ... hunting with a 7mm weatherby mag