3D Models - Colliders
Last updated
Last updated
Below is a simple guide on creating colliders for your 3D props and NFTs. This guide does not cover other aspects of 3D authoring related to the Bit.Country platform. If you want to know more details about setting up your scene or how to export it, please read the 3D Models - Props & NFTs section of this manual.
When creating colliders, keep them simple. A cube will be enough for objects such as the trees and props below.
Avoid unnecessary geometry by using straight corners and cubes where an object is rounded or more complex. Here we simplify the arch to be more square.
Check that faces and vertices are connected, having any small gaps between faces can cause issues.
If you have any disconnected faces, you can merge the vertices by distance, or to be more accurate, you can snap the vertex in place, then merge. To do this in edit mode select the vertices then go to the Mesh menu and Merge.
Check that the face normals are pointing outwards. In the example below, they need to be switched. Go to Mesh menu, Normals, Flip or Recalculate Outside.
To see the face normals, you can turn on display normals in overlays.
Have a maximum of one material or no material on the collider.
Check the naming of the mesh and collider. Ensuring the collider ends with _Collider as shown in the example below.
Have the object and collider at the world origin, and with both selected, export them as GLB.
Try out your new 3D model in the sandpit, and if you configured the collider correctly. The enable collisions check box will be available for toggling.