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[SOLVED] How to precisely resize box collider by snapping to mesh vertex


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I am trying to precisely resize box collider component attached to mesh to match size and shape of that mesh.

I was looking at various tutorials but had no luck. I need to snap a single surface of box collider to mesh vertex (on single axis ofcourse, as moving collider surface is already constrained to single axis).

I know of press-and-hold V key to get into snapping mode, and using Shift key to display and manipulate collider surface handles.

But, snapping mode only "wants" to do vertices of mesh, not the displayed handles of coliider surface.

[RESOLVED] : I apologise for my "dumbness". I forgot that Unity 4.2.2 (the recommended version for setting up and exporting KSP part models) does not support multiple collider primitives per mesh. I arranged multiple mesh colliders for a hollow part i'm designing. I was just trying to use as much box colliders to reduce strain on physics engine. Also, when i was just starting to learn about KSP part modeling, i used Unity 4.5.2 (not sure) that did allow multiple colliders per mesh but KSP would not load such models, afterwards i downgraded to 4.2.2 and figured out what was going on.

Edited by fatcargo
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