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.
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.
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.
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.