Tabletop Simulator Wiki
Edit Page
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 10: Line 10:
 
== Collision ==
 
== Collision ==
 
* If you do not specify a Custom Mesh Collider .obj, then the game will calculate a box collider to fit your object.
 
* If you do not specify a Custom Mesh Collider .obj, then the game will calculate a box collider to fit your object.
* Custom Mesh Collider is just a way for you to have a collider that isn’t a box. It’s best to use a simplified version of your model with less than 255 triangles.
+
* Custom Mesh Collider is just a way for you to have a collider that isn’t a box. It’s best to use a simplified version [[O0000|o]]<nowiki/>f your model with less than 255 triangles.
* The reason is must have below 255 triangles is a an engine limitation on the complexity of a collision collider.
+
* The reason is must have bellow 255 triangles is a an engine limitation on the complexity of a collision collider.
 
* If you model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.
 
* If you model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.
 
* You should only use a Custom Mesh Collider if a box collider will not work, due to performance (Box Collider is much more optimized in the physics engine)
 
* You should only use a Custom Mesh Collider if a box collider will not work, due to performance (Box Collider is much more optimized in the physics engine)
Please note that all contributions to the Tabletop Simulator Wiki are considered to be released under the CC BY-NC-SA
Cancel Editing help (opens in new window)