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MeshCollider Collision Table

Could someone provide me with a collision table of what MeshColliders will/will not send collision/trigger messages with (not physics collisions, just the messages, or, for example, Raycasts)? I'm looking for any possible configuration (Kinematic / Trigger / Raycast / Other types of colliders / Other Mesh Colliders).

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asked May 02, 2010 at 07:52 AM

qJake gravatar image

qJake
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2 answers: sort voted first

At the very bottom of the page is a matrix of what collides with what:

http://unity3d.com/support/documentation/Components/class-MeshCollider.html

It's pretty badly laid out, but it'll give you what you need

The rest of the page will give you information on meshcollider specific interactions

Raycasts should always work with meshcolliders, no matter what sort

I know it was a bit of an old post, but may as well fill in the missing info

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answered Jul 25, 2010 at 02:48 PM

Mike 3 gravatar image

Mike 3
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That table doesn't have anything on mesh colliders (convex or otherwise) which is why I was asking. I know about that table already (and yes, it is hideous).

Jul 25, 2010 at 09:14 PM qJake

Indeed, but the text above it does. (i.e. convex collider collides with everything, non convex collide with everything but other non convex. Though it fails to mention non convex won't work with terrains)

Jul 25, 2010 at 10:29 PM Mike 3
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their collision table is just like other colliders but they can not collide with each other if they move and their triangle count is higher than 255. they can collide with other collision shapes easily just like others but non static mesh colliders with more than 255 triangles can not have collisions with each other (physx don't detect it). so mesh colliders that they are convex can collide with other convex mesh colliders when moving but they are limited to 255 triangles. (you can check the convex checkbox in mesh collider's inspector). there is not any other limitation applied. convex mesh colliders that move are heavy don't use them if you don't have to do. each collision check should check for all 255 triangles of each mesh collider.

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answered May 02, 2010 at 09:28 AM

Ashkan_gc gravatar image

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Not really what I was looking for. I already know about the limits, and convex mesh colliders. I'm looking for if (and how) they collide with triggers, raycasts, and other primitives. Your answer was also basically one big run-on sentence... I was looking for something a bit more organized so I could reference it easily.

May 02, 2010 at 06:22 PM qJake

mesh colliders are as same as other colliders like box/sphere. a trigger mesh collider can only collider with kinematic rigidbody or rigidbody and you can cast a ray and detect them. see the collision table in docs. there is no difference other than what i told you.

May 03, 2010 at 03:53 AM Ashkan_gc
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asked: May 02, 2010 at 07:52 AM

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Last Updated: May 02, 2010 at 07:52 AM