No collision on imported mesh Oimo.js

Hi!

I made a map for my game, but you can go through it, even with it having a mesh impostor. Made with sketchup, exported as stl then converted to obj. Any ideas?
https://playground.babylonjs.com/#LPX1FM#65

Hi @Givo

Can you try with a simple box made in sketchup and exported using your workflow?
The issue might be in your code or in the data and trying with a simple asset will help tracking down the problem :slight_smile:

Can you also simplify your playground (map + player) so it’s easier to debug?

I made a cube when testing the dimensions between sketchup and babylonjs. And I believe my older playgrounds have just the player, so that’s easy.

Babylon.js Playground Bash the cube!
https://playground.babylonjs.com/#SY6GHU#1 Here’s the simple version. I have the ground make it so you don’t fall.

I took the map into blender and exported a .babylon file same result.
https://playground.babylonjs.com/#SY6GHU#2

Okay, Mesh Impostors straight up just don’t work. Here is the cube with a mesh impostor: https://playground.babylonjs.com/#SY6GHU#3

Actually, you need ammojs for meshimpostor

https://doc.babylonjs.com/how_to/using_the_physics_engine#authoring-and-loading-a-mesh-with-a-collider-mesh-currently-works-with-ammojs-plugin-only

I did a quick PG change (with buggy controls now)

https://playground.babylonjs.com/#SY6GHU#5

I had to comment line 326 because of not defined quaternion

So It collides but then breaks everything else. I got a heightmap impostor working. I just mad a new “map.” https://playground.babylonjs.com/#LPX1FM#67