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"Non-convex MeshCollider w/ non-kinematic Rigidbody" no longer supported?

Discussion in 'Physics' started by DA5h_ProjekT, Jul 28, 2015.

  1. DA5h_ProjekT

    DA5h_ProjekT

    Joined:
    Dec 19, 2014
    Posts:
    7
    Just updated to Unity 5 last night, tried importing the Unity 4 project I was working on (the space shooter tutorial...I am still a beginner,) fixed a few small errors right away, but when I run the game I get this error in the console:
    I can play the game just fine until the Asteroid object passes right through the ship harmlessly. The player ship can still destroy the asteroids (maybe because I used a capsule collider for the asteroid and the laser bolt, not a mesh collider,) but the game is still broken.

    The player's control code uses GetComponent<Rigidbody> to access the player's Vector3 and rotation values. Is that what is causing my problem? If so, then what should I replace it with now that I am using Unity 5? If not, then what kind of collider should I replace my "non-convex MeshCollider" and/or "non-kinematic RigidBody" with inside the Inspector?
     
  2. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    6,436
  3. DA5h_ProjekT

    DA5h_ProjekT

    Joined:
    Dec 19, 2014
    Posts:
    7
    Convex was already turned off, tried the opposite and turned it on. Guess that did the trick...well, sort of. Console error is now gone, and now in play mode my ship does collide with the asteroids...but instead of being destroyed the asteroids bounce off the ship instead! Can also push them around the screen, which is funny, but so not what I want.

    Another problem is collisions with an asteroid alter the tilt of the player ship a little bit for the remainder of the game and send it drifting very slowly in a direction (seems to vary with each collision.) No matter how much I move around, the ship resumed moving very, very slowly in that same direction as soon as I release the controls.

    Edit:
    Actually, there seemed to have been some snafu with the convex toggle where it said it was already off but it was actually on, and switching it on actually switched it off, solving that problem.
    The drifting seemed to be due to "Is Trigger" being switched off for whatever reason...now my game runs just the way it did where I last left off in Unity 4.

    But I want a more-experienced person's opinion: was that the proper and best way to fix the problem?
     
    Last edited: Jul 28, 2015
    BostonGames likes this.
  4. stanzy

    stanzy

    Joined:
    Dec 12, 2016
    Posts:
    17
  5. Brian-Washechek

    Brian-Washechek

    Joined:
    Aug 5, 2015
    Posts:
    574
    $6.30!
    Well, the video game "company" I'm starting will have the name "Low Budget Games", but isn't there a free alternative?
     
    Last edited: Nov 30, 2017
    GreatCorn and tzverg like this.
  6. maryambukhari09

    maryambukhari09

    Joined:
    Jul 19, 2019
    Posts:
    1
    I have same error ...........Non-convex Mesh collider with non-kinematic regid body is no longer supported. plz help