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Mesh-collider accuracy changes depending on scale

Discussion in 'DOTS Physics' started by btwist, Jan 29, 2020.

  1. btwist

    btwist

    Joined:
    Jan 3, 2019
    Posts:
    2
    So I am adding a PhysicsShapeAuthoring component to my meshes, and setting the type to mesh since I need 100% accurate collisions for a simulation. I then set the manually set the mesh variable (same mesh as is being rendered). The results are... incomplete. It's not turning the mesh 1:1 into the collider...

    Here you can see a wheel and a tyre:
    upload_2020-1-29_9-11-21.png
    As you can see only a thin slice of the left mesh is incorporated into the collider, and rather random triangles are incorporporated on the right.

    If I scale the meshes up by a factor of about 5-10 the generated colliders are perfect... but is there a better way of fixing the problem?
     
  2. Adam-Mechtley

    Adam-Mechtley

    Unity Technologies

    Joined:
    Feb 5, 2007
    Posts:
    290
    Hi! If it is possible for you to submit a bug report containing the assets in question we could take a look
     
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