Tabletop Simulator

Tabletop Simulator

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Issues with Custom Table/AssetBundle Collision
Alright so googling i've noticed other people have/had the same issue like me but none of the answers i found could help me with understanding how to set up a complex MeshCollider in Unity that would not result in my asset falling through the world inside TTS.

Here [imgur.com] is an Image of the Table
Here [imgur.com] is an Image of the Collider
Here [imgur.com] is an Image of the Prefab Setup

I've read that Unity can't handle complex Colliders but those Posts are all 9years old. And i can't seem to find examples of similar complex Custommodels.

What am i doing wrong?
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Showing 1-6 of 6 comments
ignoring the posts from 9 years ago is what you are doing wrong
Tajidan Feb 20 @ 2:29pm 
well, i'm not ignoring them as i clearly know that somethings wrong with my collider mesh. but tell me what? to be able to move minis around this table i simply cannot go with convex shapes unless i'm placing a hundred overlapping primitives as collider which seems just bad practice.
it's not bad practice if it's the only practice that works.
Tajidan Feb 21 @ 1:12am 
Haha, well then... that's actually good news haha. I think i didn't want to believe it because i tried so very hard to make that collider to stay within the custom asset limitations, but with the asset bundle i guess i can throw those overboard? Thanks for opening my eyes XD i will update my progress.
ulia  [developer] Feb 21 @ 3:47am 
#1 Are you sure your mesh is below 255 triangles after triangulation and modifiers?

#2 Concave colliders will only work with the object being locked. Behavior of concave colliders will vary in broken-ness when the object is not locked (static).
Tajidan Feb 21 @ 4:04am 
yes, 240 tris to be exact. if i import it as a custom model the collider still is convex, even after locking.
if i import it as asset bundle with the collider as a component of the prefab it will just fall through the table into nothingness.

do these limitations also count for assetbundles?
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Showing 1-6 of 6 comments
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