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How to use a non generated node-collider in unity


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I've learned only one way of making a node collider and that's in unity,

I go to component, physics, mesh collider. and then I check convex in the properties and it generates a convex hull.. I'm aware that most of the stock parts in ksp actually use simpler node colliders that were custom made, rather than unity-generated ones. How would I say, use another mesh in a second layer from an imported blend file as the node collider?

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what they use a more simple one than a cylinder?, y would you want to do that?

also, when you chose the part and make it have a mesh collider, note that on the section of the mesh collider (were you check convex) there is a part that says MESH, meaning the mesh its using for the collider, so maybe you can change it there. I haven't tested but, seams logical :P

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I've learned only one way of making a node collider and that's in unity,

I go to component, physics, mesh collider. and then I check convex in the properties and it generates a convex hull.. I'm aware that most of the stock parts in ksp actually use simpler node colliders that were custom made, rather than unity-generated ones. How would I say, use another mesh in a second layer from an imported blend file as the node collider?

hi dude , make your model in blender as normal , and make low poly models ( 255 polys is the limit i think ? ) of your colliders , making sure you give them individual names , like "node_collider" , " hatch " etc .

Now import the blend file into unity as normal , when the models imported .. drag it across to hierarchy .. you should see your main mesh and the collider mesh and any others you named.

Select your collider mesh in the hierarchy tab and add Component/Physics/Mesh Collider ,over in the inspector panel, in the newly created mesh collider area tick convex , and then right click and remove the "Mesh Collider" component above , this should remove the visual model of your mesh , just leaving invisible green convex collider .

And yes Martonaut is right , when you import your models , all the meshes you imported and some default shapes are displayed as usable assets ,if you look to the bottom in the mesh collider panel where it says mesh ... to the right of that is a small circle button , hit that to bring up the assets available for use as a mesh .

Edited by orson
typo's
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