Modifying code to create dynamic objects out of MeshRenderer

The reason I can’t just use collider2D:
I have a plugin (destructible2D) that relies on a gameObject having multiple colliders in order to function. When using a dynamicGridObstacle, A* only registers the first collider it detects.

NEVER MIND I’ve figured this out, just properly replacing references to 2Dcollider with meshrender makes everything work perfectly!

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