unity mesh collider not in the same position as the object - unity3d

I'm currently learning Unity and I want to import a 3D model to my scene (.FBX)
I use mesh collider for detecting collision, but the collider's position is not the same as my 3D object. The mesh's position is above the object and I can't move it....

On imported objects you have two tranforms, one for the game object and the other for the mesh. The mesh's transform is relative to its parent game object and thus should be (0, 0, 0) in most cases:
Mesh colliders are pretty CPU expensive and should be used for simple static objects only. If you have a more complex model, you should consider using a simpler collider.

Related

Unity : can I change the shape of a mesh collider at runtime?

I have a mesh that updates it's shape according to the user's input, how can I get the collider to match the new shape of the mesh ?
As an important note : the mesh is always always convex ( no exceptions ). I saw that it is important in order for the collider to work properly.
I have found the following video that does it here but the collider is simply erased and recalculated for each frame by doing meshCollider.sharedMesh = null and then meshCollider.sharedMesh = updatedMesh.
Since I am already calculating the position of each vertex, edge and triangle of my mesh, is it possible to me to use those values for the mesh collider ?
No way to do it as colliders do not have constructors for this. What you are doing is explicitly frowned upon in unity docs
'You should not modify mesh geometry that is used for colliders because the physics engine has to rebuild an internal mesh collision acceleration structure every time you change the mesh. This causes a substantial performance overhead. For meshes that need to collide and change at runtime, it is often better to approximate the mesh shape with primitive colliders like capsules, spheres and boxes.'
One work around is to use InvokeRepeating on your method and create the new mesh collider every second instead of every frame (you can test and make it 0.1 second , 2 second, whatever can run without frame drops). You can call CancelInvoke when the object is done shifting.

Unity3D Collider Passing Through Other Colliders

The Problem: Mesh colliders on some rigidbody objects are passing through colliders on other objects.
Things I have tried:
With the assumption A is a GameObject with a RigidBody attached and B is a normal GameObject with a collider.
Give A a convex mesh collider
Give A a non-convex mesh collider
Give B a convex mesh collider
Give B a non-convex mesh collider
give B a box collider
give B a convex mesh and box collider
give B a non-convex mesh and box collider
Adjusting the weight of the rigidbody
I have tried all of these in all combinations of A and B.
In addition,
Colliders are not marked as triggers
All objects are on the default layer (0)
Checking isKinematic; doing this seemed to make gravity stop affecting the object, so I have left it as false.
Constraints: I want A to use a mesh collider since most of the objects involved are moderately complex, and fitting other colliders to them would take a while.
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 2019.3.11f1 if that is relevant.
The object being used are from this package. Specifically, the filing cabinet with rigidbodies on the drawers works fine. The desk, office chair, pen, and open laptop all fall through the "floor" (a cube with all of the above colliders tested on it).
Do you have 'isKinematic' checked on the objects with rigidbodies that are going through other colliders? If so uncheck it so that external forces affect it.
edit you also need to click convex on the mesh colliders if they are colliding with other mesh colliders, Convex Mesh Colliders are limited to 255 triangles, are the objects that are not passing through have more than 255 triangles in geometry?
I am Assuming you have set your Collision Detection to Discrete In your gameObject's RigidBody, if so, please make sure to select Collision Detection to Continuous In your gameObject's RigidBody.
Reason Why this is not working
You are trying to use collision that has (speed > your Computer's frame speed) so, the frame is not catching the collider properly some time catches and some time fails to catch.
You are moving your GameObjects with tranform.translate or position etc. If so then make sure to use Rigidbody Related function for Positioning, rotating.
Solution Image For First Problem
I'm assuming
-you game object which contain the mesh component is very small ( bellow 0.7 size(x,y,z) so the game engine is little difficult to detect it)
and also
for the colliding objects at-least one rigid-body component must be attach to one object
This seems to be a common big problem, and I have been struggling with the same issue for days, and have finally fixed it, so am feeling like I should highlight one important thing:
move Rigidbody via MovePosition, not via just changing its position field directly, nor via changing position of GameObject holding it.
Changing position via "wrong" ways will "teleport" your rigidbody, physics won't fully work on it in that case.

Blender import in Unity, how to generate correct mesh collider?

How to get/generate a proper mesh collider in Unity using a model exported from Blender (.obj/.fbx)?
This is my second day using Blender and I'm hitting a roadblock. I've tried fiddling with the Rigid Body Collisions, i.e., setting "Shape" to Convex Hull and "Source" to Final/Deformed (Blender docs specify that these two settings capture modifiers), I've tried "Generate Colliders" inside Unity and the mesh collider always comes out as above. A box.
How to assign mesh collider to the exact mesh? I started with a circle and used a boolean modifier to create the cutout. Desire is to have the mesh collider around the mesh exactly, meaning no collider on the cutout. How to do this?
Make sure you have a Mesh Collider component on your object with the correct mesh set. Watch out for the convex parameter for flat objects, as it can sometimes fail and give you a box collider instead.
Edit:
I just noticed you said you were using a RigidBody, which means you need to have Convex set. A solution to this is to make a second mesh in Blender with a third dimension to it, then set the flat one on the Mesh Filter and the one with thickness to the Mesh Collider.
In importing a .obj or a .fbx, select the asset. make sure you have generate colliders selected.
Here I have imported an FBX into unity, but there are no colliders.
Sellect the asset, and turn on generate colliders if you want a collider around the mesh:

Positions of objects in the scene

My hierarchy of game objects is as follow.
Display(Scene)
Model(-4.708, 1.55, 14.4277)
Pass(4.7080, -1.5, -14.42)
handle(-0.0236,0.65690,0.149)
shaft(5.34,-1.0225,-0.1489)
head(-7.0912,-9.62,-0.5231)​
ball(0,0,0)
We can see Model and its coordinate on the image. Ball has position (0,0,0), but why it is located at the base of the Model?
How can I locate ball just beside the head?
Sounds like the origin point of one or more of the models is at off.
You can adjust this in 3d modelling software, or by making an empty game object inside unity and making your object a child of that object, then using the empty game object as the new origin point, you can adjust the positions of the child objects you assign to it.

Unity 2D collisions - how to setup objects that collides among themselves

I am starting with Unity 5 and I am straggling a bit with its 2D collisions. Looking a bit into it I found that there are three types of objects that can be defined:
- Static: Just a 2D collider (2D collision box component for example).
- Dynamic: 2D collider + 2D rigid body.
- Kinematic: 2D collider + 2D rigid body set to kinematic.
And as far as I know they collide this way:
Static: Only collides with dynamics.
Dynamic: Only collides with statics and kinematics.
Kinematic: Only collides with dynamics.
I am trying to make a simple Space Invaders and I am struggling to define the collision types of the different elements (aliens, player, alien bullets and player bullets).
I imagine I can set objects to dynamic and disable the gravity to match the correct collision types.
But my question is, for example I want to make a simple game with a few enemies of the same type (instantiating a prefab), and I want those enemies to detect collision with each other. How I am supposed to setup the enemy collision properties to achieve that?
Many thanks in advance!
Personally I would set the enemies in the same layer with each other, and make sure they are colliding with each other. You can set the layer of the prefab in the inspector, where it is located underneath the name, as you can see here:
Once you click on the layer, there is an option to add new layers as well, at the complete bottom.
Then I would set the Layer Collision Matrix through menu Edit - Project Settings - Physics 2D to match the layers that need or need not to collide with each other, like so:
In this example the Enemy layer won't collide with any other layer than itself.