Publisher | Battenberg Software |
---|---|
File size | 1.80MB |
Number of files | 15 |
Latest version | 1.0.6 |
Latest release date | 2022-10-28 01:29:23 |
First release date | 2015-09-29 11:56:18 |
Supported Unity versions | 2018.4.2 or higher |
Full instructions can be found here!
Extended Colliders 3D provides a quick and easy way to create 3D colliders from primitive shapes that go beyond Unity's built in sphere, cube and capsule colliders. Each collider is added as a component to a game object at design time, and then created as a mesh collider at runtime from the parameters specified. A number of primitive shapes are supported (e.g. cones, cylinders) and each one has a number of configurable options. This allows a wide range of 3D shapes to be created as colliders without the need to create a separate collider mesh, or to use the mesh of the original object, which may have more triangles than is needed for the collider.
Features include:
- Colliders can be positioned, rotated and scaled individually, even if there are multiple colliders on the same game object. Auto-sizing to existing meshes is supported.
- Lots of primitive shapes supported: circles, half circles, cones, half cones, cubes, cylinders, half cylinders, dodecahedrons, icosahedrons, octahedrons, quads, triangles and spheres.
- Each primitive has many configurable options, e.g. how smooth cones and cylinders should be and whether they should be capped/skewed, how many of the six faces of the cube should be shown, whether quads and triangles should be double-sided, etc.
- Full gizmo support in the editor so colliders can be previewed, positioned, rotated and scaled in the scene view. They can also each be given unique colours to identify them during design.
- Example scene provided, along with full source code and instructions (in "Instructions.pdf").
Extended Colliders 3D provides a quick and easy way to create 3D colliders from primitive shapes that go beyond Unity's built in sphere, cube and capsule colliders. Each collider is added as a component to a game object at design time, and then created as a mesh collider at runtime from the parameters specified. A number of primitive shapes are supported (e.g. cones, cylinders) and each one has a number of configurable options. This allows a wide range of 3D shapes to be created as colliders without the need to create a separate collider mesh, or to use the mesh of the original object, which may have more triangles than is needed for the collider.
Features include:
- Colliders can be positioned, rotated and scaled individually, even if there are multiple colliders on the same game object. Auto-sizing to existing meshes is supported.
- Lots of primitive shapes supported: circles, half circles, cones, half cones, cubes, cylinders, half cylinders, dodecahedrons, icosahedrons, octahedrons, quads, triangles and spheres.
- Each primitive has many configurable options, e.g. how smooth cones and cylinders should be and whether they should be capped/skewed, how many of the six faces of the cube should be shown, whether quads and triangles should be double-sided, etc.
- Full gizmo support in the editor so colliders can be previewed, positioned, rotated and scaled in the scene view. They can also each be given unique colours to identify them during design.
- Example scene provided, along with full source code and instructions (in "Instructions.pdf").