RecastMeshObj but for colliders?

Hello! I have “Rasterize Colliders” set to true, and want to make an object unwalkable. However, I can’t use RecastMeshObj, since that seems to make the mesh unwalkable, instead of its box collider. This causes an issue with the npc running into the collider and flying away.

Is there something like RecastColliderObj? Note that I don’t need it to be dynamic.

Hi

The RecastMeshObj will prioritize the mesh renderer, but if none exists it will use the collider.
You can create a child object that only has the collider and attach the RecastMeshObj to that object instead.

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Could it be possible for a toggle to be added to prioritize colliders?