I have mesh collider with the stuff on floor,
I mean Stones, ores, corn, plants, MUSHROOMS!!!, etc..
Some weeks ago this was not in that way,
and I want to deactive this collider, is possible?
Is some configuration?
Is a new feature of Rust or just an error?
Mesh collider, conflict with ZoneManager ?
Discussion in 'Rust Discussion' started by StreetDog, Oct 25, 2016.
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This is due to ZoneManager
Comment out the collowing code:
Code:private void SetupCollectibleEntity() { //var collectibleEntities = Resources.FindObjectsOfTypeAll<CollectibleEntity>(); ////Puts("Found {0} CollectibleEntities.", collectibleEntities.Length); //for (var i = 0; i < collectibleEntities.Length; i++) //{ // var collectibleEntity = collectibleEntities[I]; // if (collectibleEntity.GetComponent<Collider>() == null) collectibleEntity.gameObject.AddComponent<BoxCollider>(); //} }[/I]
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thank you!
Applied and working
This is from the last 2 updates on oxide... maybe need to be fixed, is very rare that a Mushroom stops your walk