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You could assign a specially named material to your colliders to identify them as such and use UV or color values to retrieve the orientation & scale. The same special material trick is often used for navmesh. For example: a box collider could have its corners colored with RGB=XYZ with 0 or 1 depending on which end. a capsule collider could have all ...


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vtx.u = 1 - vtx.u; vtx.v = 1 - vtx.v; Are you sure of this part ? The texture seems to be upside-down on the screen shot. The model looks mirrored as well.



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