Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Locked objects will use the collider, don't need to click "non-convex."
If you want the object to move while retaining its custom collision "non-convex" needs to be selected and you must use a compound collider (i.e the collider needs to be 2+ separate meshes).
Make sure your collider is less than 255 polygons. Remember that your collider does not need to be the same model as the visual model. You can simplify the original model if needed to a series of cubes.
You can however spoof this system by using multiple convex colliders, as an example forming the 4 walls and bottom of the box using rectangles. For your own sanity, use Unity for anything more than basic shapes, your desired outcome is an excellent reason to learn it.
Here's a guide that covers the basics, including specifically how to make this drawer thing you want to make. https://steamcommunity.com/sharedfiles/filedetails/?id=1343252582
Thank you so much for this reference. The Asset Creation guide here and creating my first AssetBundle and the mesh working with the collisions the way I would like.