Tabletop Simulator

Tabletop Simulator

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Harmonica Feb 14, 2018 @ 7:29pm
Hex tile collision issue [solved]
I'm having an issue with hex tiles not colliding properly when snapping to a grid. They seem to be placed properly in the horizontal but not the vertical. When placing tiles above or below other tiles they hover in space, even though there is no collision there.

https://i.imgur.com/5ZiXrdr.jpg

The mesh is just a simple hexagon tile with flattened exterior corners. The origin is at 0,0,0. The faces are tris or quads. It's possible I've goofed here because I'm not super experienced with low poly assets, so here is a quick look:

https://i.imgur.com/RVz0ZZ2.jpg

Previously I was using square tiles (with rounded corners) and the tiles worked fine stacking and snapping and placing.

Do I need to use a collider for hex tiles? They just seem like they should be simple enough not to need one. I tried using my mesh as collider but it made no difference.

Any help appreciated!

Last edited by Harmonica; Feb 15, 2018 @ 12:57pm
Originally posted by locoparentus:
Ah. did not know you were using the chip setting, thats the "Real" issue here then, With that setting custom colliders will only determine the thickness of the stack. not its shape.

Sorry about that. You'll need to remove that chip setting. to get them to sit nicely next to each other.
If you add a snap point to the centre of the tile that will help with the stacking in place of using the chip setting, if thats any use.
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Showing 1-8 of 8 comments
locoparentus Feb 14, 2018 @ 8:13pm 
Yes you will need to add a collider for this to work the way you'd expect.

TTS adds a bog standard best fit box collider. to custom objects unless you add one of your own.

Normally just dropping the mesh of such a low poly item into the collider slot would do the job
but looking at your second image the one of the mesh, there seems to be an excess of internal geometry in there that might be causing it not to work, though its hard to say for sure without examining it firsthand.

can you post a link to the mesh. ?
Last edited by locoparentus; Feb 14, 2018 @ 8:17pm
Harmonica Feb 14, 2018 @ 8:49pm 
Yeah I thought that might be an issue too, but it's all pretty simple internally. I tried removing some edges and merged the top and bottom faces in the center but it made no difference for collision.
Last edited by Harmonica; Feb 14, 2018 @ 9:50pm
locoparentus Feb 14, 2018 @ 9:05pm 
looks like it was those extra internal face's giving it issue as a collider

https://drive.google.com/open?id=15_5HdmQZEIRTYYKCMBd5bl1-q37tk3Jq

Try that for the collider. I've simplified the original mesh, removed all un-necessary vert's and moved the origin to the centre of geometry for good measure.
Last edited by locoparentus; Feb 14, 2018 @ 9:06pm
Harmonica Feb 14, 2018 @ 9:27pm 
Thanks for your help, but it seems to still have the same issue with collision :/

I'm wondering if it's something to do with these being chip type components in TTS, since that is how I am using them, so they can be stacked and so on.

Super frustrating anyway, I default to assuming I'm doing something wrong but I've currently run out of things to try.
Last edited by Harmonica; Feb 14, 2018 @ 9:30pm
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locoparentus Feb 14, 2018 @ 9:40pm 
Ah. did not know you were using the chip setting, thats the "Real" issue here then, With that setting custom colliders will only determine the thickness of the stack. not its shape.

Sorry about that. You'll need to remove that chip setting. to get them to sit nicely next to each other.
If you add a snap point to the centre of the tile that will help with the stacking in place of using the chip setting, if thats any use.
Harmonica Feb 14, 2018 @ 9:46pm 
Well good to hear that's the issue :)

There was a reason I was using chips not tiles, but it's been a while so I've forgotten it. I think due to flipping the tiles, which is part of my gameplay, or maybe just because the chip stacks function nicely. I'll see if I can work around it.
Last edited by Harmonica; Feb 14, 2018 @ 9:47pm
Baryonyx Feb 15, 2018 @ 3:14am 
You can also try just making the collider smaller than the actual tile if their main purposes are being laid out in a grid and being stacked. That way you'll have no border issues.
Harmonica Feb 15, 2018 @ 12:26pm 
That's a good suggestion to bear in mind, thanks :) Although it doesn't work with the chip type component because only the collider height is considered, it still generates a box based on the model mesh (a limitation which I don't really understand to be honest).

However, I've tried using 'generic' component type, and although I no longer get nice 'poker style' stacks, the tiles are now tesselating properly on the hex grid, and they still flip properly. So that's good enough for now.

The only reason I was using chips is that it makes game setup feel better, but probably my tiles are going into a bag anyway so I guess it's not important :)
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Date Posted: Feb 14, 2018 @ 7:29pm
Posts: 8