Hi All I 'm getting this error (using 2018.2.0f2): "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component." What I'm doing is knocking over a tree model. It's laid out like this: tree (empty) |__ trunk (rigid body, capsule collider) |__ Cone meshes for foliage I set the rigid body to IsKinematic until such time as I want to apply a force to the tree (knock it over). That works absolutely the way I want it to, visually at least, but I get the error above. I'm not sure why it thinks I want a non-convex collider - does it assume that the code child nodes are part of the collider? Is there an issue with me parenting the cone/foliage to the trunk with the rigid body? If this isn't the right way to do this, what is? To recap: I'm happy for the physics to just be on the trunk - the foliage intersects the ground when it lands and then I fade it out. But I want the foliage parented to the trunk so it all falls together. Any help would be appreciated! Peter
Yes, of course. Any collider in the same GameObject of a Rigidbody or any of its children will be considered part of the Rigidbody's collider. All these colliders must be either primitive colliders (sphere, box, capsule) or convex mesh-collider. The most probable solution is just ticking the "Convex" flag in the cone colliders.
Thanks for that. I don't want the cones included in the collider - but your post pointed me in the right direction. I hadn't noticed that the cones had colliders on them at all. Removing them gave me the result I was looking for. Thanks for your help!