Is there a way to reposition the NavMesh Collider? The only option I'm seeing is BaseOffset but that only repositions vertically.
Ended up finding a way to correct this for models that are not centered correctly when you import them. In the ProBuilder Menu select the model. Then select Freeze Transform. Reposition your model and then in the ProBuilder Menu click Center Pivot.
Now it's positioned correctly in the game world to sit right in side of the Agent Collider.
Create an Empty Game Object and add NavMeshAgent component.
Then put your player Object on this Empty Game Object (it will be the parent of your player).
You can now move de player collider independently of the NavMesh collider.
You can also do the reverse to move the NavMesh collider independently of the player collider.
I don't really know if that answers your question but at least I hope it can help you ! ^^'
Related
I'm trying to make a one way tilemap with platform efector, there is a problem though, because the tilemap collider makes each tile have a collider, the player sticks mid way through the platform if he tries to move because of the colliders, like here OneWayTiles, the player can get through but can't go left or right because he gets stuck, I did figure out that if I take the sprites and make them a prefab they work, I put the box collider and the platform effector on the parent and it works with no problems,
like here, so I do have a solution but it will just take too long drag and drop and change the size if I have to, is there a way I can keep it as a tilemap while not having this problem? thanks in advance.
Why is my person walking through trees?
How can my character go through a tree when my character has a rigidbody/mesh collider and my tree prefab has a box collider? I want the tree to act like a barrier
colliders don't detect each other, I want the tree to act as an obstacle
Check theese:
Check if collider component is active & working on your fox & tree (because that's marked removed)
in Physics window, check that player's & tree's layers can have collision with each other
im assuming you are painting the trees on the terrain. If so then remove the Terrain collider in the Tree1 prefab and then refresh.
Firstly, you need to assign Terrain Data because its look like none.
I am trying to hit a ball using a golf club. My golf club has three components (three game objects: handle, shaft and head as shown in the first attached image). Head gameobject's inspector can be seen in the another attached image.
To hit the golf ball, we need a collider. So I put a Capsule Collider at head game object. But I don't see any collider at head gameobject.
The head is shown in the last image.
Why I can't put Capsule Collider at the object?
EDIT:
Thanks for the reply.
I increased the radius but still the same.
I placed a Quad in the scene and put Mesh collider onto it (called AW52Collider). Please see in the
first image. We can see the collider clearly.
But I did the same thing to Club head, as it is also a game object I should be able to put a Mesh collider. But I don't see anything. Why?
Please see in the second image.
One more thing I don't understand is when I put AW52Collider inside Club Head object, I don't see AW52Collider also. Why? Please see in the third image.
Increase the size of your collider, those values do not look like you should see the gizmos at all. Best would be to reset the collider to its default values and then play with them until you are happy.
It is best practice to create a child object with colliders on it. The reason is the placement of the collider. The collider is always centered around the pivot point of a GameObject. But you probably want to move your collider freely or disable a group of colliders manually for testing (or optimization) purposes. Also consider that an object with multiple small colliders as child objects is considered one big collider (rigidbody wise). Source (Compound Colliders)
Just enable Gizmos button and you'll find your capsule collider.
See this picture to know exactly where to find it:
(It's in the toolbar below the Scene tab)
The character can enter the elevator but the problem is that he can also walk through the walls from sides and behind.
And if i add a box collider or any other collider/s they will prevent from the character to enter the elevator. It's not my elevator object it was made in blender.
Use Compound Collider instead of Mesh Collider.
Create new empty GameObjects called back, front, right, left, top and bottom
then attach Box Collider to each one. Manually resize and move each one to match the size of the elevator on all sides.
Once that is done, put them in a parent empty GameObject then put that parent GameObject under your elevator GameObject so that the colliders will move/rotate with the elevator. Finally, disable or move the front Collider GameObject via code when you want to allow the player to enter inside the elevator.
The image below shows example of what individual collider should look like and the final look:
These sorts of questions are better off in the Unity Answers, as this isn't a programming question. Please keep that in mind for future questions.
To answer your question though,
Find the mesh in your Project Files in Unity, there is a checkbox for 'Generate Colliders' - check this box and press apply.
Finally, on the GameObject with the mesh, add a MeshCollider component.
If the model is set up correctly, your mesh collider should now use the model for collision.
If this does not work, as an alternative, you can use cubes with colliders and 'build' the collision mesh yourself, and parent the objects to the same object so they move with the lift, before disabling the MeshRenderer component so they will not render.
In my Unity2D project I want that to load a level as a sprite from my resources. The game is a top down view. I then want to add invisible collision boxes where the walls in the level-image are.
How would I do that?
I have attached a box collider to my player and now? Creating an empty game object with another box collider doesnt work.
See #Savlon comment, you need rigidbody with your collider component as well for empty objects. And they will provide blocking of player object if you player object also have collider and rigidbody. Don't mark your colliders as trigger and ensure they are on the same layers.