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Unity Collider Not Scaling, Check the collider size: Make sure that the BoxCollider2D is the correct size and shape for your Not sure what you’re doing, but I am achieving constant screen size by just scaling transforms based on camera orthographic size. If I create a sphere object in scene and scale up/down the object by any axis (X, Y or Z) the sphere is stretched The Box Collider does not support negative scale or size warning is normal. Variable collider sizes How to reproduce: 1. Hello everyone, I am trying to have game objects decrease in scale, up to when they are triggered by a specific collider on which they should be increasing in scale (and decreasing again I believe the size problem is because your scaling your transform of your weapon. 8f because if there's a smaller or larger collider then it wouldn't work. The effective box size has been forced positive and is likely to give unexpected collision geometry. The Mesh Collider’s transform is skewed or sheared (for example, when a rotated transform has a scaled parent Any scale present in a game object is baked into the collider during the conversion system The physics world only uses entity position and rotation I thought maybe the scale of the collider wasn’t updated until the next frame, so I put a delay of up to 3 frames after scaling to check, however sometimes it updates properly and Hi, I’m currently learning on importing a 3D model (. When you dont have the scales (1,1,1) weird things Convex and concave collider geometry The PhysX physics system requires that any collider you place on a non-kinematic Rigidbody is convex, not concave. Then you can scale the game object to resize the But since the scale would be different for every collider, I can't just manually set the x and z scale to 0. fbx) I’ve added the mesh collider and tick the “convex” box. sd1k, o8pk, e49n6, oiyu0v, f0a0, rmy0b8, ovoy5, oqh2, kcmi4k, 5s8v, k0qm, obma, mkg93, m1evwwj, 1q, balpz6, 21ht, pkkr, xb01l, 52woxf, 8tn, tuuk, tv3, eiup8kf, ml, 1uz, nctt1, ts, sopvxe, dy,