Next, you will see how to deal with the complex hierarchy of the flower. The clips are easy to call, but the tricky part
can be picking the object.
1. Select the Flower in the Project view.
2. In the Model section in the Inspector, check Generate Colliders and click Apply.
3. Hold the Alt key down and open the Flower hierarchy in the Hierarchy view.
4. Inspect the various components to see if any of them received a collider.
Close inspection will show that only the Pollen Ball and the Stem Base received a Mesh Collider. The stem base is
too small to bother picking, and the Pollen Ball may as well have a Sphere Collider.
5. Select the Flower in the Project view.
6. Back in the Inspector, uncheck Generate Colliders and click Apply.
7. Select the Flower in the Hierarchy view and add a Box Collider to it.
8. Click Play and watch the green box representing the collider in the Scene view.
It doesn’t move when the flower is animated. You could probably add a Box Collider to each bone, but it would be
difficult to pick, so, instead, you will just adjust the Box Collider.
9. Size it to cover only the Flower’s resting position, as per Figure 8-6, somewhere around 0,
0.18, 0.32 for Center, and 0.52, 0.5, 1.7 for Size.