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Question Instantiated Object not following Physics Matrix.

Discussion in 'Physics' started by Kurteth, May 20, 2023.

  1. Kurteth

    Kurteth

    Joined:
    Aug 7, 2018
    Posts:
    15
    Not sure what I'm doing wrong here. Forgive me for I'm a bit of newbie. I have a prefab that when I drag and drop it into the scene the collision matrix works fine. I have currently set it on a layer labeled TransparentFX and have (for testing purposes) removed all collision with every layer.

    However, when I instantiate the object, it ignores the physics matrix and instead collides with every single layer, regardless of what is checked or unchecked. I have checked the layers on the instantiated object, and although they are children of a skinned mesh renderer, their layer and tag is still the correct one.

    Here's the code.
    Code (CSharp):
    1. Vector3 position = AVG(edge.vertices);
    2.                 Vector3 normal = AVG(edge.normals).normalized;
    3.                 var rotation = Quaternion.FromToRotation(_prefabDirection, normal);
    4.  
    5.                 var m = skinnedRenderer.sharedMesh.bindposes[maxIndex];
    6.                 position = m.MultiplyPoint3x4(position);
    7.  
    8.                 blood = Instantiate(_bloodPrefab, bone);
    9.                 blood.transform.localPosition = position;
    10.                 blood.transform.localRotation = rotation;
    And here's the physics matrix proof.
     
    Last edited: May 20, 2023