imGua 6 Report post Posted September 17, 2015 Unity 5.1.1f1 Personal Windows 7 64x ProBuilder 2.4.6f0 When I hide triggers or colliders it dissables mesh colliders on them. You can see it in the editor. IF I recall correctly, this option should only disable mesh renderer. https://youtu.be/Tftg-Unqfsg Share this post Link to post Share on other sites
karl 321 Report post Posted September 17, 2015 It should re-enable those colliders when entering play mode. If it doesn't, that's a bug. Share this post Link to post Share on other sites
imGua 6 Report post Posted September 17, 2015 It should re-enable those colliders when entering play mode. If it doesn't, that's a bug. It doesn't re-enable them in play mode. Share this post Link to post Share on other sites
imGua 6 Report post Posted April 3, 2016 @karl, I have latest version and it does re enable them there. But I'm not sure why are you disabling collides at all and not just disabling mesh renderers. Cause current approach still creates some problems. I still can't view those buttons as buttons used just to hide colliders and triggers, cause if I forget to enable them when I need to bake navmesh, it will create problems. Share this post Link to post Share on other sites
imGua 6 Report post Posted April 4, 2016 @karl, Here's an example of more serious bug, caused by current approach https://youtu.be/QyuX4wYPd0U As I've said before, solution is pretty simple. Just don't touch collider when visibility is disabled. Share this post Link to post Share on other sites
karl 321 Report post Posted April 4, 2016 If I'm remembering correctly, the reason colliders are disabled when toggling visibility is because Unity's mouse picking code uses colliders, and you don't want invisible items intercepting mouse clicks. I'm not sure if this is still the case (the last time I touched that code was probably Unity 3.5 era). I'll look at that this week and see if that can be changed. Share this post Link to post Share on other sites
karl 321 Report post Posted April 6, 2016 Okay, I updated the Entity Visibility toggle code. It no longer messes with the Collider component, and it's generally better about keeping the correct state through playmode changes. 2 Protozoaire and wolfen420 reacted to this Share this post Link to post Share on other sites