so we want to combine the Mesh collider (from car body model) with wheel colliders (from wheel model)
so as a whole detect colision car mesh to collision box of city model as road
I generally mean mesh to box
we have currently this mesh collider
We’d essentially like to find a way to split the road into a bunch of box collisions if possible. This is mainly because the mesh collider on the car runs afr smoother, and doing it this way would solve a lot of issues.
Don’t you think using mesh collider will effect the fps of game? i guess you should use dynamic rigid body created at runtime using Ammo.js It will be more efficient in term of fps and also collision handling would become easier then combining mesh and box collider.
I think it’s a limitation of Ammo.js/Bullet where mesh to mesh collision aren’t supported. This is running from memory though so that could have changed since I’ve last looked at it.
I normally run along the rule that anything dynamic should be a primitive or compound of primitives and static meshes.
@will I try to implement vehicle physics https://playcanvas.com/editor/scene/933948
but the car is bouncing from the plane
and I dont know is this connection point issue (probably yes) or other, want some hint
also when I change to kinematic and again to dynamic the car sits on the plane but I cant drive the car dont know what to fix to get it work