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Modelling, Z-fighting and shadow


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I have to build some hollow structures, for make the colliders i need to have the beams as separated object from the base.

That can give problems to unity shadow render or is capable of calculating the shape of the final object ?

Edited by Badsector
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Just trying to make sure I understand your question. The part will be mostly hollow, except for a few support beams (somewhere inside or along the perimeter)? Yes, the shadows will usually do the right thing... or pretty close to it. I've found that where the beams/bars get really close to the surface of a larger component, the shadows my vanish in that last 0.25m or so. But it still looks pretty good.

 

For the colliders, just add separate simple colliders for each structural beam, or break the exterior up into several rectangular colliders. They don't have to be super precise, unless you're making a cargo bay in which case you need the colliders to completely enclose the interior. Otherwise, small gaps and the like aren't that big of a deal.

 

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You can add colliders in blender. Just add in some (stretched) cubes (colliders have to be convex!) that touch the faces of the original geometry. Colliders for the rings could be just disks with the same thickness as the rings,and same outer diameter. (meybe reduced to 12 sides). You can see the basic workflow of adding collission meshes (aka colliders) in blender and configuring them in unity here: https://www.youtube.com/watch?v=7hRJ1qI8uoY

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