I’m curious as to how to solve this problem. I’m currently working on a VR game where the base mechanic revolves around picking up tiny objects, throwing them, and as they’re released from the user, they grow to full size. After that, the user can pick them up and move them around at will, but they will not grow again.
My initial problem that I found was that if I had the models to scale at scale 1,1,1, the collision boxes did not let me grab the meshes when they were small. So I decided to scale everything in my 3D suite to 1/3 scale, and then when they were released, have them grow to 3,3,3 so that they were 1,1,1 at the start. This solved the initial issue, but there was a new problem. The collision boxes still did not work properly after I did this. On some meshes they did, but on others, they grew and would immediately just fall through the floor.
I’ve tried several things. Most of the models have custom collisions, and the pivots of the collisions matched the pivots of the models themselves. I figured that the issue might be with my custom collisions, but I changed out the custom collisions for simple box and capsule collisions in Unreal, deleting my custom collision. The result was still the same. Models were falling through the floor, vibrating when they were sitting on each other, and there was about a 20% chance of failure in some way.
Does anybody have any ideas or potential solutions for this specific problem? Or for dealing with collisions and scaling in general? Thanks in advance.