Boron speaks of mesh colliders, he means the mesh collision shape with rigid body.
Tips by Boron
I'm going to assume you're using Blender and the images will reference it.
Colliders can be tricky to make for buildings with interiors. You can get away with a simple box collider for, furniture, walls, and squarey platforms. For everything else you'll want to use mesh colliders.
Box Colliders
Bounding box colliders can be added to objects (use boxes) in the physics panel. Set the rigid body type to passive and select "box" as the collision shape.
Mesh Colliders
Mesh colliders are complicated collision shapes and work well for buildings and complex meshes. It's generally better to use mesh colliders with well-aligned vertices than to just mash a bunch of boxes together.
The navmesh is essentially a 2D plane, so make your mesh colliders as planes and do your best to snap vertices together. This is particularly important for buildings with interiors and multiple floors (below).
To make a mesh collider, set the collision shape to "mesh" in the physics properties panel.
Exporting Colliders
Navigate to File > Export > Kenshi Collision (.xml) to export your collision shape.
Use the Kenshi Mesh and Collision Viewer to look at it if you want to check it out.
Doors
Use a box collider for doors and make the box a fair bit thicker than the door. It won't entirely negate clipping issues, but giving it a decent width should help to mitigate the issue.
Buildings
Buildings need one collider per floor, one per set of stairs, and at least one collider for the walls. In general, you should make clean colliders with as little geometry as possible to get the best results. Cutting corners will only cause issues later on - topology is important here.
To make your collision shape, start by making a 2D plane as contiguous geometry. For best results, make your stairs as simple quad "ramps" with 4 vertices. Once you're done, separate each floor and stair collider into separate objects and export them. You shouldn't run into any issues as long as the vertices of your stairs are snapped to the vertices of each floor, like this:
To calculate the navmesh properly, Kenshi needs interior triggers and masks. The trigger is an xml file to detect when a player is inside a building, and the mask is a mesh with the normals pointing inwards that hides any terrain that might clip inside the building.
In my experience, interior triggers should be made from primitives (i.e. box colliders) that conform to the interior of your building.
Stairs and upper floors often won't work at all without a trigger so make one before testing your collision out.
Wall collision should be separate from your walkable floor collision and assigned to a higher floor than the collision itself (e.g. floor 1 for a floor 0 interior). Otherwise, you'll click on the wall when you're trying to click on the floor (see the Building making tutorial).
You probably don't need to bother with wall colliders for upper floors.
Masks
Interior masks are meshes combined with trigger xml files
To make them, make a shape that conforms to the interior walls of your mesh. Then flip the normals so that they're pointing inwards (activate backface culling to check). Masks don't need to be too complicated but they do need to conform well enough to hide terrain that might be clipping into your buildings.
Troubleshooting
If your colliders aren't working, try saving and reloading your game. Kenshi often won't update the navmesh until you do. If you're making edits and still running into problems, locate your collision files and delete the .bin files with the same names. These files are what Kenshi generates from your xml files and can be stubborn, so just yeet them after edits and restart the game.
You can regenerate individual navmesh tiles in-game from the editor by clicking "regenerate sector" in the Navmesh panel. This is useful if you either don't want to save and load after placing a building or if you've got existing buildings that you've updated the files for. Each navmesh tile is roughly screen-sized, so make sure you center your camera on your building so that the rotation gizmo is placed on it when you rotate your view. Regenerating a tile only takes a second or two so you can move around a bit and mash the regenerate button to update the navmesh.
Complex Collisions
It's possible to do any of the following:
- Path directly into upper floors
- Path through buildings to get to other buildings
- Have split navmesh islands, so that you have to go up a floor to reach another spot on the same floor
- Have multiple separate stairs on one floor
Pathing directly into upper floors is tricky and you must snap your collider vertices together else it either won't work or you'll have crash-prone meshes. The two ways of doing it are:
- Add a "ramp" into the building that is actually multiple sets of stairs
- Snap a separate building/collider directly to the place you want to path into by choosing the "snaps to" option in a building and aligning the meshes and colliders in Blender before exporting.
Here's a link to an older Reddit post with some of the complex navmesh stuff.