12-10-2021, 10:37 PM
(12-10-2021, 10:33 PM)josemendez Wrote: Not sure what you’re going for, but Unity does not support deformable MeshColliders (either skinned, or blend shaped). Baking it every frame like it seems you’re doing is not only really costly but will also behave very poorly, since no velocity information is contained in the mesh vertices a lot of tunneling issues will arise (objects, in this case fluid particles, passing trough the collider).
Can you give more details about your use case?
Hi,
We're trying to make the fluids collide with our animated VRoid models (UniVRM).
Regards,