Home > other >  U3D characters enable gravity, even if encounter plane will go
U3D characters enable gravity, even if encounter plane will go

Time:09-22

Creates a U3D character, give her a Rigidbody, check the Use Gravity, as shown in figure:
Then I will go to do the Cube of the floor also added a Box starts, as shown in figure:
But it seems useless, character is directly through the Cube to fall off,
Why is this?

CodePudding user response:

You download package of others to see what is missing
(I've tried, it is like a starting position have overlap, such as foot was under the water, will not collision, as if starts - enter judgment, when began to have no the events)

Or you have promotive people enhancing, can see the effect

CodePudding user response:

Starts a physical material

CodePudding user response:

refer to the second floor zq1564171310 response:
starts a physical material

No use!

CodePudding user response:

I remember, the general model has a mesh filter so there won't be you this question,,,,,,,,

The floor like mesh filter, (need to have volume), you want to add a plane
You might be able to see the floor, but that's just mesh render, no entity, so there would be no collision,,,,,,,,,,,,,,,,,

CodePudding user response:

Your floor mesh filter=cube, is too small,,,,,,,,,,,

CodePudding user response:

Put your Play object Is ticked Kinenatic attribute

CodePudding user response:

You in front of the class of collision is too big to your meshrender can see the size of the collider after check your so-called added collider has added a cube if a task is actually stood in the center of the cube's location (you are the face of the cube set much) is equal to say there will be a penetration of the task of collision with you than the collider is too big for the ground that occur through you can add a mesh collider can solve your problem but I don't recommend the use of mesh collider consumption is too big
  • Related