Assigning a material to the object
- Assign your multimaterial to the object.
- change the material ID of some polygons to 1 and some polygons to 2. Make sure the object does not have material IDs beyond the number of submaterials the multimaterial has. They will appear as “Replace Me” textures if present.
Creating a physics proxy
Complex objects with many polygons should normally use a secondary mesh called
physics proxy. Physicalised objects in the game world can collide with each other and the more polygons those objects have the more intensive the physics calculations will be. Therefore you want the physics proxy to have as few polygons as possible. Complicated proxies may also result in abnormal behaviour during collisions. This proxy is also used for player collision.
Physics proxies should always be “closed” meshes, and should not have open edges. Open edges can cause various problems with physical interaction and may also cause performance slowdowns so avoid them when you can.
- Make a copy of the box mesh in element level
- Assign the “Proxy” sub-material ID to it. It will now act as a physics proxy.