I'm having trouble with my terrain trees! When ever I use the Terrain Tree Painter thing, it always makes them so I can walk through them. on the terrain collider script thing I have "Create Tree Colliders" on but STILL, I also have Generate Colliders on the tree I'm using (I'm using the Palm tree that comes with Unity, its in that occular-somethingorrather folder still), and its really annoying. I dont want to have to manually put each tree in the right place because I have a lot of trees!!!
i do this but i try to add the collider (it works) but it is always off with the tree and when i mess with the position, it doesnt move
Answer by e.bonneville
Mar 17, 2010 at 12:52 PM
The "create tree colliders" option doesn't work quite like that. Instead, you may want to add a capsule-collider manually by following these steps:
Find the tree you want in the Project panel.
Drag it out as a prefab onto your map. (It doesn't matter where, just so you can see it)
Select the tree, and in the Components menu, under Physics, add a capsule collider.(Losing the prefab is OK.)
Set the radius of the collider to between 0.8 and 1. Make sure the height is about 20.
Make a new prefab and call it Palm(Collider) and drag your new tree into it.
Under terrain tree painter add the tree called Palm(Collider).
Place a few trees, and you should be ready to go!
Press play, and the trees should now have colliders. If you want more trees and terrain textures, there is a great collection available for download here. Good luck!
this is great thanks
This techinic also works with MASS TREE PLACE
Yes, because you're simply creating another tree prefab, which is used just like the originals.
Thanks for this, been looking for a solution for a while now :)
it doesn't work! I've done it multiple times and IT NEVER WORKS
Answer by jhessler
Dec 16, 2010 at 02:28 AM
Adding a capsule collider is better then adding one that is a cylinder in most engines due to the fact that the end-caps on a capsule use the same radius as the radius of the body, so that the math is easy to compute collision by then engine. Adding a collider that is in the form of a cylinder makes the math much more intensive since the ends are flat, thus more expensive in processing time. If you are adding colliders to a large amount of assets in your scene then it is best to use capsules and not cylinders since the additive processor load is considerably greater for the cylinders and will tend to add to problems like lag.
but what about a long list of tree prefabs are creating in the hierarchy view as we are duplicating one tree...????
Answer by Jaap Kreijkamp
Mar 17, 2010 at 11:52 AM
The tree model should have a collider added, best is to add a cylinder-collider manually.
Answer by Chuklesthecheat
Aug 01, 2013 at 01:27 PM
The capsule collider thingy does not work for me. I placed one tree, made a capsule collider and put it in to the tree painter. The ones i place manually are working, but the ones i place with the Tree painter dont, i just walk through them AND if i want to save the scene the trees placed with the painter disappear and are marked as "missing"
having the same issue. If I place the tree down manually (after adding collider) no worries, but if I mass place my collider - tree prefabs I can still walk right through them.
Hello guys, did you ever find a solution to this? Because I'm running into the same issue here. If I place the tree manually, it has a collider, but as part of the terrain it doesn't.
Hello again, friends. I figured it out - am I assuming correctly that you were trying to add trees to an existent terrain after its creation? That's what I was trying to do anyway.
The problem is that the Collider didn't update automatically. After adding the trees, I did a
terrain.GetComponent-TerrainCollider-().active = false;
terrain.GetComponent-TerrainCollider-().active = true;
(replace - with pointed brackets, can't write this here)
to do this manually, and now it works properly. There might be a better way to do this, but this is what works for me so far.
I'm new and learning. ffxz7ff you stated "after adding the trees, I did a" may I ask where and what you "did a" to or in? I'm at a loss for the same issue. Thanks in advance.
Please don't post an update/follow-up as another answer, I converted this one for you.
The lines above could be placed in any script and run once, although I can't comment on the necessity to do that, I haven't in my experience needed to.
I posted something along these lines here
Answer by No1Survivalist
Mar 18, 2014 at 09:16 AM
I see there is already a correct answer, for the sake of future references you need colliders for anything that you want your character to no walk into, or any other game object on screen. Some meshes will create them automatically and its a case of implementing them onto your model.
component -> physics -> mesh collider
This option will create a collider the exact size of the mesh you have selected from the inspector. Otherwise you will need to add a custom sized one to your model.
component -> physics -> capsule/sphere/box/wheel collider
I added a collider to my BigTree, and just hit 'apply' no new prefab or anything, now I can collide with it on tree generate, at least with this package
Haven't tried painting.
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
20 People are following this question.
How can I have mass amount of tress without performance loss?
Duplicated terrain gets affected by old terrain? [Unity 5]
How do I stop the trees from rotating during gameplay?
Scripts on tree prefab don't respond?
Fixing lighting on billboard terrain trees in Unity Free