im trying to create a more rounded Collision for a physics Ball.
The problem now is that my Ball has about 800 Triangles. But the Collision is so blocky that the Ball is jumping a bit, he is jumping on a flat surface, which isn´t good.
So i think the best way is to use the Ball itself as a Collision.
Ive copied my LowPoly Ball and named it UCX_Name.
Then i exportet both, the Ball and the UCX_ Copy.
After the import, the Collision is not working.
Whats wrong in my workflow ? ^^
When you create a custom collision, you shouldnt just copy and past the mesh + use it as the collision mesh -> just use simple shapes for your collision. But as jonimake suggested, just use the sphere collision
I don’t mean to necro an old post, but this helped a ton. I had a like 20 sided dice collision on my sphere and it was really jumpy. Adding a simple sphere collision did the trick and now it rolls exactly like a ball should. Thanks!