Unity mesh collider isn't colliding with other objects, 2D game - unity3d

I've made a mesh from an SVG in Blender and converted it to a mesh. I then put it into Unity, to put a collider on it, the mesh does not collide with anything, even with convex ticked.
Here is my collider:
And here is my mesh in Blender (blue is the outside of the mesh):
What the convex collider looks like:
Can someone tell me why the collider is not working?
Cheers!

The MeshCollider is implemented in the 3D Physics engine and therefore incompatible with the 2D Physics engine. They simply don't interact.
What you probably want to use instead is the PolygonCollider2D

When working with Colliders and 2D, make sure you have the following:
RigidBody2D
Collider2D
In addition a Mesh Collider is a 3D implementation. If you want the 2D equivalent of a Mesh Collider in 2D, use a Polygon Collider 2D instead.

Related

Unity Collider doesn't work for box and circle collider

I created two game object.
One is box and the other one is a ball. Then I added collider them( box collider and circle collider) to collision them. But it's not working. When I hit play button, the ball just falling to eternity ^^.
I searched on the internet and looked for possible solutions and they didn't work.
*Is trigger unchecked.
*Attached rigidbody2d to the ball.
Any help will be appreciated. Thanks for your interest
The BoxCollider and CircleCollider2D interact with physics in different dimensions, box collider physics are calculated in 3D while circle collider physics are calculated in 2D. In Unity, 3D physics and 2D physics are calculated separately so collisions between 2D and 3D colliders isn't possible. You will have to replace your box collider with a BoxCollider2D or replace your circle collider with a SphereCollider. Best of luck!

How to flip the normals of the collider mesh in Unity

I have a sphere in Unity and have used a script to flip the normals so I can see a 360 texture on the inside. I'm doing this because eventually I want to play a video on the inside, and also have other spheres inside hat can be thrown around and bounce off the inside walls of the outer sphere. The problem is, despite the normals of the sphere facing inwards, the collision is still standard. Objects within the sphere just fall straight through.
Do I need to add to my script to include the collision mesh?
you cannot have non-convex MeshColliders behave as Rigidbodies in Unity, you need to fake the walls as a series of convex colliders, approximate with box colliders maybe?

How to add mesh collider into trees in unity3d?

I added palm trees on my terrain. But I didnt add a mesh collider into the trees.
My car is able to pass through them.
How do I resolve this?
Make sure both the car and the trees have a mesh collider. Some more explanation of your problem would be nice.
Prefabs include a Capsule collider,Sphere collider or any simple collider is working but mesh collider when plant trees or any prefabs by Terrain Place Trees method.
A tree use Capsule collider is fine but a stone maybe use a simple mesh collider better than a Sphere collider. and unity don't let we do.
I solved problem with box collider. Box colliders are covering all of the trees and no problem.

Unity 4.5 Mesh Collider Not Interacting with Circle or Box Collider 2D

I am new to unity and I am working on a 2D game. Currently, I am having trouble getting two colliders to interact when one of them is a mesh collider and the other is a box or circle collider. I was originally working to get the Unity Sample Assets 2D character to interact with a mesh terrain. When I "played" the game, the circle collider attached to the legs of the character was falling through the mesh terrain. I have simplified the problem and created two cubes:
One cube I upload and keep the 2d box collider and add a rigid body to
The second cube I delete the 2d box collider and add a mesh collider
I place the second cube under the first cube and hit "play". The top cube falls through the bottom box. When I replace the bottom cube's mesh collider with a box collider and hit "play" it correctly collides and stops on the box. I'm guessing I'm making the same mistake in this simplified example as I am in the more complicated 2D Character scenario. Do you have any suggestions of what I am doing wrong? I have tried making the mesh collider convex (although I believe this should only be necessary between two mesh colliders?). I have also ensured that the z position is the same as well as the layers of the two objects.
You cannot collide a 3D object against a 2D.
void OnCollisionEnter2D(Collision2D coll)
{
// Code here is clueless about 3D.
}
API Reference.
Sent when an incoming collider makes contact with this object's
collider (2D physics only).
You could cheat a little. Before Unity had 2D colliders what people would do is create a very thin box collider3D, which in your case should work.

Can a Polygon Collider 2D work with a Mesh Collider in Unity?

EDIT: This is now a rather simple question. I have a 2D sprite that really needs the precision of a polygonal hitbox. The 2D, tile-based world around it uses a tile Mesh for efficiency reasons, and thus has a Mesh Collider.
Before, the tiles in the world were each GameObjects with Box Colliders and Rigidbody 2D's, and the ship and the tiles collided just fine. Now that I am using a Mesh Collider, however, they cannot collide. (I have read that this is because one is 2D and one is 3D.) So what should I do to get collisions (preferably with rigidbody physics) between a polygonal ship and a 2D tile mesh? [end edit]
In a 2D, tile-based, procedurally-generated, chunk-based exploration game (in Unity 4.5), I have a player ship which uses a Rigidbody 2D and a Polygon Collider 2D for collision detection.
This worked fine back when I used a Rigidbody 2D / Box Collider 2D for world tiles. However, this is horribly slow, so I replaced the discrete blocks with a tile mesh, using a Mesh Collider and other associated paraphernalia.
The problem is: I simply cannot get collision detection to work. I have tiles on the x-y plane, and the collision mesh (I can see it in the Scene View, so I know it works) consists of four rectangles perpendicular to the tile. (If you can't visualize this, I don't blame you. See here.)
What have I looked at so far? Well, I verified that the (2D) ship actually passes through the collision boxes in the Scene View. Also, neither of the colliders "Is Trigger".Since there seems to be no official documentation on how to actually use meshes (is there? Where?), I can't find out whether Mesh Colliders and Polygon Colliders actually can interact. Because one is 2D and one is 3D, does this not work? If so, then what should I do instead? I tried using a Box Collider [3D] for the ship, but this didn't work either. I could have potentially made a mistake here, though.
Am I supposed to handle the collision manually (with the OnCollisionEntered [or something] method)? Before, the rigidbody2D objects handled everything automatically. Otherwise, is there any other possible reason the collision might not work?
Well, I'm quite disappointed there seems to be no built-in way to do this in Unity. My solution was to attach a GameObject to the player that would read the block data from the world and create (pooled, of course) real but invisible "collider blocks" with Box Colliders 2D in a small area around the player, such that the player could collide with blocks near them. It works great, and I also implemented an algorithm to spawn rectangular collider blocks over groups of blocks; this eliminates the "ghost pixel" bug in the 2D physics engine.
Uni2D plugin (https://www.assetstore.unity3d.com/en/#!/content/3826) automatically creates 3d colliders (as a group of mesh colliders) from any 2 texture with transparency. A bit expensive but works.