Questions in topic: "terraincollider" The latest questions for the topic "terraincollider" Terrain Destruction(crater) How to make terrain crater please help me I am stuck with my project... I want that when missile hit the ground it makes crater to the ground (explosion crater).. terrain terrain generation terraincollider Tue, 30 Apr 2019 04:51:57 GMT ArsalanP create hole in terrain -- pass through terrain/transparent terrain I'm trying to figure out how to create a 'hole' in unity terrain, with the end result being a cave entrance. The cave itself will be a mesh creation, but i want to be able to create a hole in the terrain to let the player pass to the mesh which would be positioned under the terrain, and also see through the terrain into the cave mesh beneath. I'm not sure if this is possible at all... But i figure i'll ask terrain terraincollider Wed, 20 Mar 2019 01:12:52 GMT empirebattles Navmesh agent getting stuck in trees placed using terrain tool I've ran into trouble which I can't seem to find a solution despite of some research: I have only one navmesh agent (lets say, a zombie) which is coded to walk between different waypoints on a terrain using navmesh pathfinding. <br> Now when a tree is on the path of agent, the agent gets always stuck around it. Tree is placed on terrain using terraing tool, it isn't a separate gameobject. <br> Unchecking "enable tree colliders" on terrain fixes this behaviour but it obviously isn't what I want to achieve :) Tried different radiuses both on my agent and baking parameters, also different collider sizes around that npc but no success. <br> Any help would be appreciated :) navmeshagent terraincollider navagent Fri, 01 Mar 2019 11:44:10 GMT piruelain Capsule Collider moving through vertical terrain After the recent physics engine updates and terrain changes, my collider has started to go through vertical terrain, but will stay on flat terrain. Here is my code for moving my character `if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D) ) { GetComponent<Rigidbody>().MovePosition(transform.position + (transform.right * MoveSpeed * Time.deltaTime * Input.GetAxis("Horizontal")) + transform.forward * MoveSpeed * Time.deltaTime * Input.GetAxis("Vertical")); Run = false; }` Could someone please help me out, my game is crucial to being to explore and not walk through walls. Another thing to note is I tried to shoot a ray cast to stop the player if they got close to a wall however it didn't work. This is the code for that `RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, ((m_Capsule.height / 2f) - m_Capsule.radius) + advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) { m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); } }` I had taken it from the unity default rigid body fps player and tried to get it to work, while it worked if i was walking very slow, if i ran I would just end up going straight through the wall. terrain physx capsulecollider capsule terraincollider Tue, 19 Feb 2019 18:17:21 GMT Lazersharkzz Unity Terrain Update I was using the terrain tool in an older version of Unity but I just updated to the latest version. After this update whenever my character walks into a vertical piece of terrain, they will just walk right through it. This is my code for movement `if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.D)) { if (Stamina.fillAmount > 0) { GetComponent<Rigidbody>().MovePosition(transform.position + (transform.right * MoveSpeed * 2 * Time.deltaTime * Input.GetAxis("Horizontal")) + transform.forward * MoveSpeed * 2 * Time.deltaTime * Input.GetAxis("Vertical")); Stamina.fillAmount -= 0.005f; Run = true; } }` Does anyone know why this might be happening? terrain terraincollider Tue, 29 Jan 2019 14:25:47 GMT Lazersharkzz Character is running through terrain instead of over it I've been having trouble getting my player character to run over terrain. I've tried a few different methods including transform.Translate, rb.Velocity, and rb.MovePosition. Velocity and MovePosition both give me a problem of the character speeding across and also floating above the terrain and ground. Translate does not give me these problems, but will not allow the character to run up terrain and only works properly when gravity is turned off and IsKinetic is turned on. Here is the script I am using currently - please do let me know if any of you see a way to modify this to allow the character to run over terrain: public float speed; private Rigidbody rb; void Start () { rb = GetComponent<Rigidbody> (); } void FixedUpdate() { moveMonkey (); } void moveMonkey() { float moveHorizontal = Input.GetAxis ("Horizontal"); float moveVertical = Input.GetAxis ("Vertical"); Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); transform.rotation = Quaternion.LookRotation (movement); transform.Translate (movement * speed * Time.deltaTime, Space.World); } character charactercontroller character controller character movement terraincollider Sun, 23 Dec 2018 08:59:20 GMT rkaundinya Capsule collider going through terrain collider I have made my own character controller with the following code `GetComponent<Rigidbody>().MovePosition(transform.position + (transform.right * MoveSpeed * Time.deltaTime * Input.GetAxis("Horizontal")) + transform.forward * MoveSpeed * Time.deltaTime * Input.GetAxis("Vertical"));` When I am moving my character, if he comes in contact with a vertical wall made out of terrain, he will pass right through this, I cant seem to find anything on here about this specific type of movement so I was wondering if anyone had any ideas as to why this may be happening collider terrain capsulecollider terraincollider Wed, 28 Nov 2018 14:29:39 GMT Lazersharkzz Terrain thickness doesn't stop fast moving objects I've been working on a terrain and my projectile prefab will pass through it in certain spots even with the thickness set quite high (I went up to 100). The only thing that works is making my projectile's rigidbody continuous which is more expensive, but the documentation for these terrains literally says that the thickness setting is supposed to keep you from having to use continuous collision detection. Am I missing something here? terrain terraindata terrains terraincollider terrain bug Sun, 11 Nov 2018 22:49:15 GMT logan4179 All colliders no longer work. I was switching out primitive colliders with mesh colliders for game objects when my colliders stopped working with terrain. I was autogenerating the colliders from the object mesh, with convex selected, but it fell through the floor, even when placed well above the terrain, there was no collision detection. I have a simple script attached, but i do not think it would affect the coliders. using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveController : MonoBehaviour { [SerializeField] private GameObject Turret; [SerializeField] private GameObject Base; [SerializeField] private float moveSpeed; [SerializeField] private float turnSpeed; public Rigidbody baseRB; // Use this for initialization void Start () { baseRB = GetComponent<Rigidbody>(); } // Update is called once per frame void Update () { Turret.transform.position = Base.transform.position; if (Input.GetKey(KeyCode.W)) { baseRB.AddRelativeForce(Vector3.up * moveSpeed); } if (Input.GetKey(KeyCode.A)) { transform.Rotate(Vector3.back * turnSpeed); } } } I know there are issues with mesh colliders and terrain collision, but i thought the convex mesh fixed that, but once I gave up and switched the collider back to a Box collider, that did not work either. When i switched the terrain out for a plane, they still went through eachother. I have rebuilt the scene from scratch and it seems to be working, but what could have caused this? collision mesh colliders meshcollider terraincollider Sun, 09 Sep 2018 18:40:19 GMT Philostic Terrain Generation ruins collision I have a working terrain generation script, using UnityEngine; public class TerrainGenerate : MonoBehaviour { public int Width = 256; public int Height = 256; public int Depth = 20; public float offsetX = 100f; public float offsetY = 100f; public float scale = 20f; //void Start(){ //offsetX = Random.Range(0f, 9999f); //offsetY = Random.Range (0f, 9999f); //} // Use this for initialization void Start () { offsetX = Random.Range(0f, 9999f); offsetY = Random.Range (0f, 9999f); Terrain terrain = GetComponent<Terrain>(); terrain.terrainData = GenerateTerrain (terrain.terrainData); } TerrainData GenerateTerrain (TerrainData terrainData){ terrainData.heightmapResolution = Width + 1; terrainData.size = new Vector3(Width, Depth, Height); terrainData.SetHeights (0, 0, GenerateHeights ()); return terrainData; } float[,] GenerateHeights (){ float[,] heights = new float[Width, Height]; for (int x = 0; x < Width; x++) { for (int y = 0; y < Width; y++) { heights [x, y] = CalculateHeight (x,y); } } return heights; } float CalculateHeight (int x, int y){ float xCoord = (float)x / Width * scale + offsetX; float yCoord = (float)y / Height * scale + offsetY; return Mathf.PerlinNoise (xCoord, yCoord); } // Update is called once per frame } However, when I use this script the player falls through the terrain or glitches about if they are not on flat ground. I also got this script from this tutorial: collision terrain terrain generation terraincollider Thu, 26 Jul 2018 16:49:13 GMT ninjalemur Physics Materials on SpeedTree? Physics materials are not detected on SpeedTree Assets and instead we get the Terrain's material. Is this intended behaviour? Does anyone know if this is a bug with terrain/trees or just a result of the way the terrain coliders are generated? * version 2018.2 physics terrain tree trees terraincollider Thu, 05 Jul 2018 12:34:00 GMT LEDWORKS Terrain rotating on collision,Terrain rotates on collision Whenever i start my game and navigate the ball to collide with the terrain, the entire thing rotates. Is there *any* way to fix this? Is this a problem with the colliders? collider terrain terraincollider Thu, 14 Jun 2018 18:50:29 GMT skittlemuffin21 How to reset airplane's position once they crash into any part of the terrain?,After plane crashes, reset the player's position? I'm just trying to get the player to reset it's position once it crashes into any part of the terrain. Here's my code so far: using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; public class triggerScript : MonoBehaviour { void OnTriggerEnter(Collider other) { } // Use this for initialization void Start() { } // Update is called once per frame void Update() { } } What can I do to get it to reset the airplane's position without importing extra cubes and things? Thanks. player airplane terraincollider reset-position Wed, 16 May 2018 18:34:15 GMT AzadfekrP Possible to make custom editor script to set terrain height? I'm working on a collab project for a 2D racing game involving hills. Since making smooth hills with an EdgeCollider2D would be a pain in the butt, I decided working with 3d colliders would be the best solution (plus I've experienced weird physics with 2d colliders in the past). Creating the hills with a terrain collider wasn't bad at first. I used a view from behind the track (z-axis) to "paint in" the sprite using the terrain collider: ![Back view of terrain]( "Terrain back view") (Side note: These hills are just for testing the racing mechanics and not an actual track.) Seemed okay at first, until I viewed everything from the side: ![Side view of terrain]( "Terrain side view") Oops. I wasn't expect all the hills to be unaligned. A solution I'd like to use is to make the height the same along the entire z-axis. I could do that with a script by looping over the height matrix, looping over the z-axis twice: the first time getting the max height, and setting the height the second time around. Of course, doing that at runtime would be completely unoptimal. It would be nice to have a button on a component that does this in the editor, but I'm not familiar with making custom editor scripts. Is it possible to do this with the terrain? Is there a better way of solving my problem? (If necessary, I'll make the custom editor script myself, but I need to know how to make one.) terrain 2d game custom editor terraindata terraincollider Mon, 02 Apr 2018 21:16:13 GMT CaRmAgE Player going through the terrain ( not a collider issue) Hello, I've been tweaking my terrain settings for a build optimisation, and now my player ( and any gameobject with collider and rigidbody) go through the terrain. I guess it s because i ve modified the terrain resolution. Even if i load a previous version of the scene, it doesn't help. I've been looking through forums and didn t find a solution. Does someone have an hint to go backwards ? Thanks ! terraincollider Sun, 07 Jan 2018 17:20:46 GMT tieum67 Player falls through terrain walls? I just started making a map for my game. I made a cliff with a ramp up to the top using the terrain editor to raise/lower the ground. I was running around on my character seeing which inclines I could or couldn't jump/walk up and on a lot of the walls and wall corners, I am able to either just straight-up walk through the terrain or keep jumping until I get over a small bump and then I fall through. I wont bother counting how many areas I can fall through since there's probably a ton but I dont want to keep making a map if there will be an unknown number of areas like that. is there something I can turn on that eliminates those areas? it only seems to happen on really steep/practically vertical spots so I could smooth them but then it becomes too easy to keep pressing jump to get over them EDIT: oh yeah, terrain sides that are completely vertical are completely walk through-able. just checked. I jumped off the top and ran into the side of the mountain cliff and went straight through unity5 clipping terraincollider falling-through-terrain Sat, 21 Oct 2017 10:48:14 GMT cerdajake2008 Enemy Walks through terrain how can I fix? My enemy AI will walk towards the player, but each step he takes the Y coordinate goes down and he goes through the terrain to the point were half his body is under the terrain. I have been stuck on this awhile here is the code I am using: using System.Collections; using System.Collections.Generic; using UnityEngine; public class AlienFollow : MonoBehaviour { public GameObject ThePlayer; public float TargetDistance; public float AllowedRange = 10; public GameObject TheEnemy; public float EnemySpeed; public int AttackTrigger; public RaycastHit Shot; void Update() { transform.LookAt(ThePlayer.transform); if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out Shot)) { TargetDistance = Shot.distance; if (TargetDistance < AllowedRange) { EnemySpeed = 2f; if (AttackTrigger == 0) { TheEnemy.GetComponent<Animation>().Play("AlienS_FM_Casual_walk"); transform.position = Vector3.MoveTowards(transform.position, ThePlayer.transform.position, EnemySpeed*Time.deltaTime); } } else { EnemySpeed = 0; TheEnemy.GetComponent<Animation>().Play("AlienS_F_IDLE"); } } if (AttackTrigger == 1) { EnemySpeed = 0; TheEnemy.GetComponent<Animation>().Play("AlienS_F_Fire_standing"); } } void OnTriggerEnter() { AttackTrigger = 1; } void OnTriggerExit() { AttackTrigger = 0; } } terraincollider falling-through-terrain Sat, 23 Sep 2017 13:28:37 GMT mcgamer16yt Revert terrain from build I've made a copy of my terrain, used it in another scene (even made a new prefab with the copy). Of course all of the changes appeared in the original terrain (I just now realize they both used the same terrain collider and I am doomed). I don't have any copies of project. **Just recent builds where the terrain is correct.** I've spent so much time on it. it is huge... I am so sad. **Is there anyway I can get the terrain back from the build?** PS. the build is for PC x64 builds terraincollider Mon, 01 May 2017 23:24:16 GMT ivitz Rays do not detect terrain and prefabs do not spawn where wanted Hello, i have created script which instantiates prefab on maps on all possible spawnpoints. It searches for all spawnpoints and puts them on List. Then, it calls a function which casts a ray downwards from position of spawnpoint in search for suitable terrain to spawn tree. There are few things that may fail, but i always want it to spawn few trees on one spawnpoint, 3 for example. This will enforce it to cast 3 times, but it might fail and not hit terrain. But it does hit 99% times, so it is not a big problem if some spawnpoints creates only 2 trees. The problem is, that even if 99% of the rays hit the ground, most of them do not make contact. I used Debug.Line to demonstrate this: ![alt text][1] [1]: /storage/temp/91462-error.jpg The things on mountain are trees which are supposed to spawn on the point of contact with terrain. My code (code might miss a brace or two because i needed to trim out long commented areas and i might have trimmed too much): using UnityEngine; using System.Collections; using System.Collections.Generic; public class raySpawn : MonoBehaviour { //public GameObject[] propy = new GameObject[30]; public GameObject [] brzozy = new GameObject [5]; public GameObject[] kamole = new GameObject[10]; private Vector3 origin; private int index = 0; private bool czyIndexPoprawny = false; public GameObject parent; private int odl = 0; public int iloscPropow = 90; public int iloscSkał = 2000; private int zrespionePropy = 0; // Use this for initialization void Start () { SkierujZwierzeta(); //DOESNT MATTER origin = gameObject.transform.position; RaycastHit hit; List<GameObject> spawnOzdob = new List<GameObject>(); GameObject[] spawnOzdobTable; spawnOzdobTable = GameObject.FindGameObjectsWithTag("SpawnOzdoby"); spawnOzdob.AddRange(spawnOzdobTable); //PROPY for(int i = 0; i < spawnOzdob.Count; i++) { Vector3 origin = new Vector3(spawnOzdob[i].transform.position.x,spawnOzdob[i].transform.position.y+5,spawnOzdob[i].transform.position.z); switch(spawnOzdob[i].name) { default: Debug.Log("Nie wykryto żadnych spawnów pod akceptowanymi nazwami"); break; case "SpawnBrzozy": SpawnujWColliderze(origin, brzozy, Random.Range(0,5),10); break; } } } void FixedUpdate(){ //DOES NOT MATTER IN THIS CASE odl++; if(odl == 3000) { odl = 0; SkierujZwierzeta(); } } void SpawnujWColliderze(Vector3 origin, GameObject[] zbiór, int index, int gęstość) { Debug.Log("Przygotowuje sie do spawnowania spawnOzdob"); RaycastHit hit; for(int i = 0; i < gęstość;i++) { Vector3 cel = new Vector3(origin.x+Random.Range(-16,16),origin.y-10,origin.z+Random.Range(-16,16)); Debug.DrawLine(origin,cel,,1000); Ray linia = new Ray(origin, cel); if(Physics.Raycast(linia, out hit)) { Debug.Log("Raycast wystrzelony"); if(hit.transform.tag == "ZaczepBudowy") { Debug.DrawLine(origin,cel,,1000); //i++; Debug.Log("Zespawnowałem ozdobę"); //zrespionePropy++; GameObject obiekt = Instantiate(zbiór[index],hit.point,Quaternion.identity) as GameObject; obiekt.AddComponent<UnityEngine.AI.NavMeshObstacle>().carving = true; obiekt.transform.parent = parent.transform; } else if(hit.transform.tag != "ZaczepBudowy") { //i--; } } } } void SkierujZwierzeta(){ //COMPLETELY DOESNT MATTER IN THIS PROBLEM Debug.Log("Przesylam pozycje ruchu"); RaycastHit hit; Ray linia = new Ray(gameObject.transform.position, new Vector3(Random.Range(-1000,1000), -500, Random.Range(-1000,1000))); if(Physics.Raycast(linia,out hit) && hit.transform.tag == "ZaczepBudowy") { if(hit.point.y > 24) { GameObject.FindGameObjectWithTag("Zwierze").SendMessage("ZmienCel",hit.point,SendMessageOptions.DontRequireReceiver); } } else SkierujZwierzeta(); } } I assume that the problem is related to how my code handles rays, but i dont know. Can someone help me? raycast terrain raycasthit physics.raycast terraincollider Wed, 05 Apr 2017 22:47:53 GMT twoxsu Why does Terrain.SampleHeight return an extremely low value? terrain.SampleHeight(player.transform.position) works fine when I move my guy around on Terrain2 but when I try to move around on Terrain1 or Terrain3 it gives a really low value for the height. As far as I can tell the terrains are structured the same. I can't find anything that makes Terrain1 or Terrain3 different from Terrain2 other than how the surface is shaped and the texture that's used on it. I readded the Terrain Colliders to make sure they matched the terrain. I don't have a clue what I'm doing wrong here. ![alt text][1] [1]: /storage/temp/91320-91200-t.png terrain movement script terraincollider heightmaps Tue, 04 Apr 2017 11:58:03 GMT dolphonebubleine Can't edit imported terrain (dae. or fbx.) Hi everyone, I'm quite a beginner in Unity and I mostly used it to export terrains (.dae or .fbx) from Sketchup or Mapertive directly to Unity. Everything worked well until today when I suddenly can't edit terrain. I've used every same procedure (Assets-Import new asset-Set terrrain and Terrain colider--Resize...) as before. Also tried reinstalling everything and just nothing works as it did. ![alt text][1] [1]: /storage/temp/87796-kvazej.png importing assets importing problems terrain generation terrain-editor terraincollider Fri, 10 Feb 2017 21:16:03 GMT StayeDevelopments Player falling through Terrain collider I am a beginner, but I started making a terrain for my fps shooter. My player just falls through my terrain. I used the terrain from an asset pack and modified in from hills to a canyon. I think it's because since I changed the terrain, the terrain data is still the same so it still has the rolling hills shape. collider terrain terraincollider Tue, 07 Feb 2017 13:46:13 GMT Gymhgy123 How to set the terrain collision I set up a cube on the terrain, why does the cube always fall under the terrain? Terrain components：Terrain_Collider Rigidbody Terrain Cube components: Box_Collider Mesh_Renderer Rigidbody terraincollider Wed, 21 Dec 2016 02:17:44 GMT lzbhaha123 How to make infinite 2d terrain in unity and fill it with infinite box colliders at random places? I am creating a 2d Android game in Unity 5.3.4. I want to make an infinite terrain with some low poly clouds and mountains on the background. And i also i want to make random pits or holes on the terrain and fill it with box colliders. Can anyone please give me the script necessary for this? **My idea is this. I have a continuosly moving ball as my character. If the player touches anywhere on the screen, the ball will bounce(just like Flappy Bird). If the ball accidently fell into a pit which i told you earlier filled with box colliders, the game will be failed and it will restart.That's why i have to place box colliders on each pit. But it is not possible to place each collider on one pit one by one. So is there any way you can help me? Any help would be greatly appreciated.** 2d game collider2d boxcollider terraincollider infinite terrain Mon, 28 Nov 2016 07:40:19 GMT AKP5797 how to get the position onterrain where object hits how to get the position on terrain where object hits x,y coordinate of terrain also how to change the texture of specific area in terrain. terrain terraintexture terraincollider Wed, 09 Nov 2016 08:31:30 GMT Abdullah_gill Make particle interact with colliders I have a particle that is basically a bunch of leaves (i think that is the name, correct me if i am wrong) that fall in a smooth way and interact with the wind, making the illusion that leaves are falling from the trees of my game. The problem is that when they hit the ground, they pass through it, completely ignoring the terrain's collider. Is there a way to make the particles hit the ground and stay there for a while WITHOUT bugging it? My leaves are very smooth and i want them to stay that way. colliders particle environment terraincollider leaves Sat, 01 Oct 2016 01:25:50 GMT Zitoox NPC gets up inside terrain (disconsidering the terrain collider) In my game humanoid NPCs have a lot of physics interaction, specially when the player casts spells with explosions or turning of the enemy's gravity. All these interactions trigger a ragdoll in the game object (by a specific set of scripts that you can see here: When they fall back to the ground, one of these ragdoll system's scripts sends a Raycast to detect where they are to blend the actual position to start a getting up animation. What is going wrong is that the moment they start to get up, their root changes to a y = 0, and the getting up animation occurs at this height (not on the top of the terrain mesh, or on the top of a building), and they stay there, only getting back to terrain level afterwards, because of the NavMeshAgent. Here is the part of the code I'm using that resets the NPCs root position, so the animation occurs exactly where their body is (it can be very far away, as a consequence of an explosion, for example): //Now cast a ray from the computed position downwards and find the highest hit that does not belong to the character RaycastHit[] hits=Physics.RaycastAll(new Ray(newRootPosition,Vector3.down)); newRootPosition.y=0; foreach(RaycastHit hit in hits) { if (!hit.transform.IsChildOf(transform)) { newRootPosition.y=Mathf.Max(newRootPosition.y, hit.point.y); } } transform.position=newRootPosition; Any help would be appreciated... raycast terrain raycasthit ragdoll terraincollider Sun, 11 Sep 2016 01:24:53 GMT jacupiri Tree Creator Trees + Built-in Terrain + Character Controller = No collision Under the same conditions I get the following: Terrain without trees = Collision works as it should Terrain with trees = No collision with character controller, there is collision when using rigidbody + collider though. EDIT: Clarification, it works with rigidbody + collider **when Character controller is disabled**. Trees are placed (and added as a prototype) procedurally from a scriptablewizard script (and later added to the treeinstances array of the terraindata). The Tree Creator trees have a capsule collider in their prefab (without these I would just pass right through trees). Once the trees are created, turning off "Enable Tree Collider" does not help. EDIT: Forgot to add an actual question: Anyone recognize this problem and know how to solve it? terrain charactercontroller character controller tree creator terraincollider Fri, 02 Sep 2016 14:59:01 GMT Salmjak What kind of terrain data does the Terrain Collider use? I am having trouble understanding the Terrain Collider. I created a terrain from a plane in Blender and imported it in Unity. But now for it to make it walkable I need a collider. I found out about the Terrain Collider, but it needs terrain data. What is this, what format does it need and how can I create this? The documentation of Unity leaves me in the dark with this... :( collider terraindata terraincollider Wed, 01 Jun 2016 07:24:07 GMT herbrandus Mesh Collider on a custom building.obj and First Person Controller don't work Hello everyone, I'm a rookie and after creating my Terrain level, I brought a custom building.obj with its' texture while having the default First Person Controller as well. I figured out that I had to place First Person Controller above the height of the Terrain level in order to not fall. I put my building.obj and its' texture and scaled them up a bit and despite putting a Mesh Collider component to the building whenever I hit the "Play" button my First Person Controller goes through its' walls. Do I have to do anything more specific? Like adding "tags" on FPC or Building or anything else? I really wonder what happens and while the First Person Controller "collides" with the default Terrain Collider now won't "collide" with the walls of the building! Thanks in advance! collider first-person-controller mesh collider terraincollider Wed, 30 Mar 2016 09:57:01 GMT Zuh