Open Xcrypt1991 opened 3 years ago
Hi, could you please provide the input vertices that go to the PhysX convex cooking? I tried to use the the vertices that you captured on the screen, but they seems to be fine when provided to our cooking. Thanks, Ales
Hi, could you please provide the input vertices that go to the PhysX convex cooking? I tried to use the the vertices that you captured on the screen, but they seems to be fine when provided to our cooking. Thanks, Ales
Hello, I am not sure how PhysX is implemented in Unity, but if you put this script on an empty gameobject in unity, it will give the afforementioned error. https://pastie.io/soipoy.go
Looks like the tolerance in this test that fails is too low. I did changed the tolerance so that this convex passes the check. I am not sure how to deliver the fix to you. Do you have the source code available?
Looks like the tolerance in this test that fails is too low. I did changed the tolerance so that this convex passes the check. I am not sure how to deliver the fix to you. Do you have the source code available?
I do not have a license to modify the unity source code. If there is no error on your side, I think this is an issue that unity should fix by for example providing a way to change this tolerance you are talking about.
The issue is on our side, I fixed that on our side, but I am not sure when this gets to Unity. Thats why I asked if you have source code, so that you could change it and unblock yourself.
The issue is on our side, I fixed that on our side, but I am not sure when this gets to Unity. Thats why I asked if you have source code, so that you could change it and unblock yourself.
Oh I see. Unfortunately I don't have the source code. Don't worry, I will find a workaround while I wait for this to get to unity. Thanks for the support :)
I am trying to debug a 'procedurally generated' mesh collider. I get the error [Physics.PhysX] Gu::ConvexMesh::checkHullPolygons: Hull seems to have opened volume or do (some) faces have reversed winding? I have no idea what this could mean. It seems like each triangle is well connected. I have also created a script that inverts through all possible combinations of triangle windings and I get the error on each iteration. This happens when I'm trying to make the mesh convex by setting MeshCollider.convex to true (unity) any ideas?
Test case: https://i.imgur.com/nj6xZgy.png https://i.imgur.com/zgWjS9n.png (represents LOS from triangle to ledge)