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@dima89e

Почему после запекания коллайдер остается на прежнем месте, а меш двигается немного?

using UnityEngine;
using System.Collections.Generic;
using System;

public class WorldBaker : MonoBehaviour
{
  [SerializeField] private List<GameObject> blocksToBake = new List<GameObject>();
  [SerializeField] private LayerMask groundLayer;

  const float BlockScale = 1;

  private Mesh cubeMesh;
  private Transform currentBlock;

  private List<Vector3> verticies = new List<Vector3>();
  private List<Vector2> uvs = new List<Vector2>();
  private List<int> triangles = new List<int>();

  [ContextMenu("Bake World")]
  public void BakeWorld()
  {
    foreach (var item in blocksToBake)
    {
      currentBlock = item.transform;
      cubeMesh = new Mesh();

      // Удаляем существующий Collider (если есть)
      Collider existingCollider = currentBlock.gameObject.GetComponent<Collider>();
      if (existingCollider != null)
      {
        UnityEngine.Object.DestroyImmediate(existingCollider); 
      }
      currentBlock.gameObject.AddComponent<MeshCollider>();

      RemakeMesh();

      MeshFilter meshFilter = item.GetComponent<MeshFilter>();
      meshFilter.sharedMesh = cubeMesh;
      meshFilter.transform.position = currentBlock.position; // Устанавливаем позицию меша равной позиции блока
    }

    print("baked and combined");
  }

  private void RemakeMesh()
  {
    verticies.Clear();
    uvs.Clear();
    triangles.Clear();

    RemakeBlock();

    cubeMesh.triangles = Array.Empty<int>();
    cubeMesh.vertices = verticies.ToArray();
    cubeMesh.uv = uvs.ToArray();
    cubeMesh.triangles = triangles.ToArray();

    cubeMesh.Optimize();

    cubeMesh.RecalculateNormals();
    cubeMesh.RecalculateBounds();

    currentBlock.GetComponent<MeshCollider>().sharedMesh = cubeMesh;
  }

  private void RemakeBlock()
  {
    if (!Physics.Raycast(currentBlock.position, Vector3.right, BlockScale, groundLayer)) GenerateRightSide();
    if (!Physics.Raycast(currentBlock.position, Vector3.left, BlockScale, groundLayer)) GenerateLeftSide();
    if (!Physics.Raycast(currentBlock.position, Vector3.forward, BlockScale, groundLayer)) GenerateFrontSide();
    if (!Physics.Raycast(currentBlock.position, Vector3.back, BlockScale, groundLayer)) GenerateBackSide();
    if (!Physics.Raycast(currentBlock.position, Vector3.up, BlockScale, groundLayer)) GenerateTopSide();
    if (!Physics.Raycast(currentBlock.position, Vector3.down, BlockScale, groundLayer)) GenerateBottomSide();
  }

  private void GenerateRightSide()
  {
    verticies.Add(new Vector3(1, 0, 0));
    verticies.Add(new Vector3(1, 1, 0));
    verticies.Add(new Vector3(1, 0, 1));
    verticies.Add(new Vector3(1, 1, 1));

    AddLastVerticiesSquare();
  }

  private void GenerateLeftSide()
  {
    verticies.Add(new Vector3(0, 0, 0));
    verticies.Add(new Vector3(0, 0, 1));
    verticies.Add(new Vector3(0, 1, 0));
    verticies.Add(new Vector3(0, 1, 1));

    AddLastVerticiesSquare();
  }

  private void GenerateFrontSide()
  {
    verticies.Add(new Vector3(0, 0, 1));
    verticies.Add(new Vector3(1, 0, 1));
    verticies.Add(new Vector3(0, 1, 1));
    verticies.Add(new Vector3(1, 1, 1));

    AddLastVerticiesSquare();
  }

  private void GenerateBackSide()
  {
    verticies.Add(new Vector3(0, 0, 0));
    verticies.Add(new Vector3(0, 1, 0));
    verticies.Add(new Vector3(1, 0, 0));
    verticies.Add(new Vector3(1, 1, 0));

    AddLastVerticiesSquare();
  }

  private void GenerateTopSide()
  {
    verticies.Add(new Vector3(0, 1, 0));
    verticies.Add(new Vector3(0, 1, 1));
    verticies.Add(new Vector3(1, 1, 0));
    verticies.Add(new Vector3(1, 1, 1));

    AddLastVerticiesSquare();
  }

  private void GenerateBottomSide()
  {
    verticies.Add(new Vector3(0, 0, 0));
    verticies.Add(new Vector3(1, 0, 0));
    verticies.Add(new Vector3(0, 0, 1));
    verticies.Add(new Vector3(1, 0, 1));

    AddLastVerticiesSquare();
  }

  private void AddLastVerticiesSquare()
  {
    uvs.Add(new Vector2(0, 0));
    uvs.Add(new Vector2(0, 1));
    uvs.Add(new Vector2(1, 0));
    uvs.Add(new Vector2(1, 1));

    triangles.Add(verticies.Count - 4);
    triangles.Add(verticies.Count - 3);
    triangles.Add(verticies.Count - 2);

    triangles.Add(verticies.Count - 3);
    triangles.Add(verticies.Count - 1);
    triangles.Add(verticies.Count - 2);
  }
}


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