And, my code : (same than yours)
by user 224464722878005248
And, my code : (same than yours)
by user 224464722878005248
const instance = this.rightTooth
var mesh: Mesh | null = null;
instance.traverse((x: Object3D) => { // iterate through all children
if(mesh) return; //already found a result
mesh = x instanceof Mesh ? x : null;
});
if(mesh != null) {
mesh = mesh as Mesh;
// create the mesh collider and assign the mesh
const collider = new MeshCollider();
collider.sharedMesh = mesh!;
// create a host object to hold possible offsets
const colldierObject = new Object3D();
GameObject.addComponent(colldierObject, collider); // add the new collider to the new collider object
// add the collider object under the mehs to get correct scale, position and rotation
mesh.add(colldierObject);
// add rigidbody to the main object
const rigidbody = new Rigidbody();
rigidbody.isKinematic = true; // for debuging purposes otherwise it falls endlessly
instance.addComponent(rigidbody);
}
by user 224464722878005248
Oh, hm.
Just in case, can you comment out the colldierObject
and the whole usage? Just in case if it something else happening with your scene.
Also, i made a typo in the name, sorry about that
colldierObject
β colliderObject
Like it ?
by user 224464722878005248
yeah
No error
by user 224464722878005248
If insert the model into the sample scene with the code it is seemingly working. Is it possible something else is interfering?
Also, not to jump into a rabbit hole, what exactly is your usecase?
What do you expect the teeth to do? Should they push each other out based on the adjustments?
Yes thatβs it, if a move one of them, I need that the others follow
So for it I need colliders
by user 224464722878005248
Yes I tried too
Thatβs weird
by user 224464722878005248
Alright, Is it cruical that the object is downloaded from an external source?
Yes
by user 224464722878005248
I will try to add colliders before anything
by user 224464722878005248
Your model is using scaled mesh colliders which is not optimal for performance LowerTooth_42
This is hopefully ok, it make sense since it is an extra calculation, luckily your scene is small and the performance hit should not be significant.
Just incase, letβs double check versions.
What Needle version are you using? What Unity version are you using?
Unity 2022.2.5f1 with Needle
by user 224464722878005248
3.12.2
by user 224464722878005248