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Colliders on instantiated objects stopped working after 2018 update

Discussion in 'Physics' started by path14, Aug 4, 2018.

  1. path14

    path14

    Joined:
    Apr 9, 2017
    Posts:
    73
    Hey all. I just updated to Unity 2018.2.2f1 for the Mac and, well, as the title states, the colliders on instantiated objects stopped working. I can't collide with any mesh, box, etc. colliders in the editor, or the player. I'll report it as a bug if no one has a quick solution :)

    Thanks ahead of time for any suggestions!
     
  2. path14

    path14

    Joined:
    Apr 9, 2017
    Posts:
    73
    So, after some code-checking, I've concluded that the issue has to do with parenting objects with a collider on it. I'm not certain how I'll resolve it, but I'll figure something out. :p
     
  3. path14

    path14

    Joined:
    Apr 9, 2017
    Posts:
    73
    Let me continue my monologue :p

    Actually, I've found that parenting isn't always the issue. Instantiated prefabs with colliders as triggers aren't working either without any parenting done to them....so I'm stuck again.
     
  4. 838nHex

    838nHex

    Joined:
    May 14, 2014
    Posts:
    4
    I have same problem. I could disable convex on the prefab. Then set convex to true after instanciating in code.
    then it works but still have some issues. it worked fine on 18.1.
    I think of switching back to the 18.1. especially because the convex colliders are not always usefull.
     
    path14 likes this.
  5. 838nHex

    838nHex

    Joined:
    May 14, 2014
    Posts:
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    or you can switch on of the convex checkmark on runtime after instanciating the prefab.
    that will make the collider work. what a disturbing bug.
     
    path14 likes this.
  6. Marcos-Elias

    Marcos-Elias

    Joined:
    Nov 1, 2014
    Posts:
    69
    path14 likes this.
  7. path14

    path14

    Joined:
    Apr 9, 2017
    Posts:
    73
    I'm glad I'm not the only one. Hopefully it'll get fixed soon, but at the moment I'm just turning it off and then back on in Start().
     
  8. andrew_unity737

    andrew_unity737

    Joined:
    Apr 21, 2018
    Posts:
    4
    I have just started using Unity with ernest, and noticed after the updated core programme, that nothing I do, makes any of my imported meshes collidable, they simply act like a large box. I can walk above or below, but not on/in.

    I create a mixture of scenes, inside building/rooms and those using a large mesh terrain. The previous version I could simply import my meshes/scenes and they would auto collide. I have checked every possible setting with both my own meshes, and those such as a rock from the asset store, and none will collide.

    I have checked the meshes in other platforms and they work flawlessly, so it must be Unity. They broke it?
     
  9. path14

    path14

    Joined:
    Apr 9, 2017
    Posts:
    73
    Make sure they're not set as "triggers". If you're using a mesh collider , you may have to make it convex if it has many faces / is complicated, or add a physics material to treat the collision. Maybe attach another collider (box, capsule, etc.). I suggest that because they're much more reliable. You can also check if the layers and collisions in the 'collision matrix' match up (If they don't then you might be ignoring collisions).

    My issue lies with instantiating the objects into the scene, so if that's your issue as well, then I'd suggest turning off & on the collider in a script. If they're not working without being instantiated, and if you've checked the other things, then I'm not sure what the issue could be.

    Code (CSharp):
    1.  
    2. void Start(){
    3. GetComponent<Collider>().enabled = false;
    4. GetComponent<Collider>().enabled = true;
    5. }
    6.  
     
  10. andrew_unity737

    andrew_unity737

    Joined:
    Apr 21, 2018
    Posts:
    4
    Hi path14,

    I am a Artist, not a coder, so none of that made sense to me. I uninstalled the 2018 version I had and went back to a 2017 version. Loaded the mesh, checked Collidable and all is good. I drove a car over it and the collision maps were almost 100%.

    There is also a bug in the OBJ importer, as it does not bring in and map any materials/textures, when I ran it through a FBX convertor, all was 100%.

    I use the same models in Unreal, I could only get a box collider from the OBJ importer, but when using it with Sansar, NeoAxis and many others, no issue.

    Needless to say, I will not be upgrading anytime soon. One of the downsides to all these updates is they do not seem backwardly compatible, often causing previous scenes to crash at startup. Unity is not Alpha it is passed Beta (albeit no software is truly out of beta), so there is an expectation that progressive updates, be progressive in fixing things, for me too many things are broken in the 2018 range of offerings and they get worse.

    There are some lesser known labels out there that do not suffer such things and feel far more polished. Setting collidable and materials is a one click affair, coders have their own trough to gorge from, but artists can create freely without errors breaking everything all the time.

    I've been dealing with VR or Immersive Environments as I prefer to call them, for nearly 20 years. Unity feels like a programme with only one part time contributor, rushing to get 'bug fixes' out of the door, only to create a cascade failure. If they want 5% of my earnings, they need to polish up their offerings before opening the till.
     
    Last edited: Aug 16, 2018 at 8:32 AM
  11. andrew_unity737

    andrew_unity737

    Joined:
    Apr 21, 2018
    Posts:
    4
    Oh, almost forgot, I also find few of the tutorials actually make sense, as I watch the presenters click buttons and choose menu selections, that I do not have on display and or available. Functionality is having a backward and confusing effect on the mass of tutorials available for Unity, they are like an MOT, only good the date of issue.
     
  12. path14

    path14

    Joined:
    Apr 9, 2017
    Posts:
    73
    If you're an artist as I am / was, then I recommend all the beginner tutorials before anything else if you're planning on working on a game independently. Also, I suggest learning the basics of programming / coding before jumping into creating a game in Unity and / or to conclusions about the integrity of Unity. It's not a perfect program (which program is?), but it's incredibly powerful and it definitely takes time to learn. More than a year later and I still haven't touched all the features :p