I tried to use the triangle mesh but I'm having a problem the box is passing through the mesh. this is my code.
Dictionary<string, object> tagData = hangar.Tag as Dictionary<string, object>;
Vector3 vertices = tagData["Vertices"] as Vector3;
int indices = tagData["Indices"] as int;
List<Vector3> vertexList = new List<Vector3>();
List<TriangleVertexIndices> indexList = new List<TriangleVertexIndices>();
for (int i = 0; i < indices.Length / 3; i++)
indexList.Add(new TriangleVertexIndices(indices[i * 3 + 2], indices[i * 3 + 1], indices[i * 3 + 0]));
for (int i = 0; i < vertices.Length; i++)
tri_obj.CreateMesh(vertexList, indexList, 4, 1.0f);
s_skin.AddPrimitive(tri_obj, 1, new MaterialProperties(0.8f, 0.7f, 0.6f));
hangar is the name of the model. I'm pretty sure the solution would easy to figure I Can't see it.
Maybe I forgot something.
I'm having trouble creating a camera box collider class. Maybe someone have an idea about how avoiding the camera to move without the box collider ? I'm using moveTo control. addworldforce is not working for me so I switch to this one.