Can't walk on mesh

Hey! I’m trying to make terrain and make hills/mountains using Blender, but when I try to walk on the meshes, it won’t let me. This is my first time building terrain like this so I may be clueless and asking a handful of questions.

Here’s the terrain:

I did speak to one of my friends and he mentioned that I turn CollisionFidelity to PreciseConvexDecomposition, which has allowed me to walk on the mesh, but I’m still getting a few problems where I can’t walk on some of the mesh, as if there’s an invisible barrier there which I can’t seem to get rid of.

Anything will help!

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look at the mech again in blender and make sure that the face normals are correct
click on this
{E3E4F7C1-BCFD-4F71-8252-CD86F8A1CE7E}
and then
{5BDC6942-977B-414D-B1D5-5730DB41CE5B}

and make sure that all the faces are blue from outside if you found any red faces then select them and click Alt+n to flip the faces

3 Likes

Just checked it and all faces are blue from the outside, so I’m unsure why it doesn’t properly work.

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The CollisionFidelity of PreciseConvexDecomposition isn’t always very precisely calculated when using it at very big sizes of Meshes and UnionOperations.

So, i’d suggest you to separate part meshes of the builded terrain mesh on blender and upload all of them separately, or just simply decrease the size of the mesh on blender, and then try again with it on studio by putting again his CollisionFidelity to PreciseConvexDecomposition.

Otherwise, then you should try the Default CollisionFidelity as your last option, since it already have calculated collisions when exported from blender, not sure about that tho, since i have tried myself, and they’re always sometimes precisely calculated collisions when it’s on Default type on big meshes, but on UnionOperations, they’re not always precise, even on Default type.

3 Likes

There are already quite a few posts about this issue with terrain, Unions, and MeshParts.
Precise Convex Decomposition help

I’ve found that triangulating the mesh before importing can sometimes improve collissions.

You can do this by adding a triangulate modifier inside of blender and making sure on export the apply modifers box is ticked.

Is that basically the same as the Face menu dropdown tool Triangulate Faces?

Yeah I believe so, but if you do it that way then its slightly more destructive if u want to undo, but then again there is the dropdown tool tris to quads so you should be safe!

Yeah, both have always worked for me. Blender chooses the shortest path between vertices when it triangulates. That sometimes creates odd bulges and shadows so you have to select the edge and use the Edge > Rotate CW or Rotate CCW tool and then Reset Vectors to smooth out the shading.