12-10-2021, 10:33 PM
(This post was last modified: 12-10-2021, 10:34 PM by josemendez.)
(12-10-2021, 08:25 PM)netjeenpetje Wrote: Hi!
The skinned mesh renderer of the face of the character (animated with blend shapes) does not seem to bake a mesh collider (which I add in runtime using AddComponent).
The skinned mesh of the body's collider does bake, but only in a t-pose. This also is added in runtime.
Any idea how to make it work?
Regards
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?