I'm modeling some props at the moment and I can't get collision to work right, I think it has to do with naming. I have my collision mesh made up of multiple box primitives. They are named UBX_meshname_01-UBX_meshname_07. However, when I get the model in the game no collision shows up. It seems to work right with UCX, but I was hoping to use simpler box collision. Is there a way I should be naming these to get it to work, or can there only be one UBX collision a mesh?
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Multiple UBX Collisions?
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UCX is recommended for collisions. You can still use the same box shapes. It would still be the same amount of primitives used for collision so its not worse on performance to use UCX over UBX.
I should also point out that UBX collision primitives tend to break if the mesh is non-uniformly scaled, which is why UCX is better.
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Originally posted by Dashiva View PostThat's interesting. I was working on Cryengine before this and their collision is about 5x more expensive for concave meshes than for box collision. I guess UDK just has a better algorithm.
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Originally posted by Spoof View PostConcave or convex? Without using multiple primitives a concave mesh would require per-poly collision, which is slower in any engine.
Convex. Sorry, I was typing drunk apparently. I had someone familiar with the CryEngine collision code tell me that one face of a convex mesh was as expensive to calculate as the four faces of a simple box collision.
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Originally posted by Dashiva View PostConvex. Sorry, I was typing drunk apparently. I had someone familiar with the CryEngine collision code tell me that one face of a convex mesh was as expensive to calculate as the four faces of a simple box collision.
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