Hm,
I just checked with the MeshBuilder example. I added a MeshCollider to the RoadPath GameObject and additionally this script (MeshColUpdate.cs):
Of course that's horrible slow, but the Collider updates properly when I change Extrusion parameters or modify the underlying spline. Can you test the above script with the example scene, just to be sure this behaves the same on your side?
Jake
I just checked with the MeshBuilder example. I added a MeshCollider to the RoadPath GameObject and additionally this script (MeshColUpdate.cs):
Code:
using UnityEngine;
using System.Collections;
public class MeshColUpdate : MonoBehaviour {
MeshFilter mFilter;
MeshCollider mCol;
// Use this for initialization
void Start () {
mFilter = GetComponent<MeshFilter> ();
mCol = GetComponent<MeshCollider> ();
}
// Update is called once per frame
void Update () {
mCol.sharedMesh = null;
mCol.sharedMesh = mFilter.mesh;
}
}
Of course that's horrible slow, but the Collider updates properly when I change Extrusion parameters or modify the underlying spline. Can you test the above script with the example scene, just to be sure this behaves the same on your side?
Jake