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Compound colliders with skinned mesh

Discussion in 'Physics for ECS' started by shotoutgames, Nov 21, 2020.

  1. shotoutgames

    shotoutgames

    Joined:
    Dec 29, 2013
    Posts:
    290
    I want to use different colliders for different body parts but I have to use convert entity to game object. Looks like doing this doesn't create separate entities for separate nested physics shapes..it follows the player mesh properly but it doesn't trigger collisions for the nested shapes only.. if I deparent the colliders at start and then follow them with a script I can create new entities and then it kind of works but i don't know how to get it to follow cleanly.. it's really out of sync and just an overall messy way to do this?? Suggestions? Thanks