(Launch: PlayCanvas | HTML5 Game Engine) Hello, I made a simple terrain model but there are a few issues with it, 1. The mesh has collision & rigidbody, but the player clips into it at certain edges. 2. I noticed sometimes in certain vertex areas, the mesh looks like it “pulls” to player into it for lack of better words, so I am not sure if it is just the model (.obj, made in blockbench) Or the editor mesh system is disfunctional, or I have done something wrong in the editor on my part? Here is an image of the player clipped into the model:
here I added a tree mesh (with collision and static rigidbody) at one of the intersecting vertex areas in the terrain mesh, but- it doesn’t have collision and the player con phase through it as well as the model face the tree is on. So I think the issue might not be the mesh but maybe how collisions are applied to it which gives it this weird bug. Anyone have any ideas to fix this?
I think the first one related to my issue best, but I read the user manual for ammo.js and it doesn’t really have much information on the primitive to mesh collision issue, I read that it could be the large triangles (Which is the style, low - poly) So I think I could just break the effected faces apart and make a few faces there instead of just a single large triangle face correct?
Okay so the vertecies in the corners were in fact the issue, I gathered the info from the links you provided and made the corners doubled but this didn’t work (I found out this is because the triangle meshes were much too small, so I had the double all the terrain triangles to keep it less streched for all the faces)
Now it works much better, with 0 issues on collision:
Yeah so, I noticed this as well, but it isn’t very visible in game without the outline for the collision, and doesn’t mess anything up for testing purposes. I think the reason is because I have the mesh scaled higher to combat the big triangle pols so in the outline it’s bigger but as the player there’s no difference besides not clipping.