I have a very large and complex mesh that I need to be able to have the player walk around inside of, but it also needs to simulate physics. I’ve tried just adding box collisions but it’s difficult to get them in the right place. Plus, If I keep doing it that way it will take a very long time. I’ve also tried adding convex collisions but they aren’t nearly precise enough. Is there a way to make simple collision more precise? Or sim physics on complex collision?
TIA
You can set the “treat complex as simple” flag on the mesh collision.
It may not perform particularly well, though.
In general, if you use workflows with very large meshes like LIDAR captures or satellite area reconstructions, you end up having to use special tools that decompose the meshes into the navigable areas and create appropriate simplified collision automatically.
By big I mean the size of a ship, not a whole landscape. I’ve tried setting it to ‘Use simple as complex’ but I still run into the same problem as before
“Use simple as complex” is the wrong way around.
You can also play around with building a custom complex collision mesh and specifying that in the Complex Collision Mesh setting, to make it smoother and play better than the full-fat decorated detailed ship mesh.
Edit: I found a solution.
I went back to blender and imported the mesh in pieces. I can get the ‘auto convex’ function to fit much tighter in smaller pieces. I added a tiny box as the only collision on the original mesh and set it to simulate, then added all of the pieces as children and turned them invisible.