I know this is possible as I've seen it in some animations but I am not having any luck.
Imagine a rough boxy shape that splits off into three boxy tubes from one main tube. I have a standard emitter at the mouth of the main tube shooting a polygon-based sphere as a particle. I have a hard body tag assigned to this mesh with the collision set to automatic/box/moving mesh (I've tried all 3) and a collider body assigned to the boxy tube shape with collision set to static mesh.
I have a metaball object with the emitter as a child and the particle shape as a child of the emitter. The emitter works great and shoots out the particles, causing the metaball effect to work well but they go right through the collision tube object. Gravity doesn't even work on these particles like this.
Do I have the hierarchy wrong? Or maybe another setting?
For anyone who encountered the same problem - I found the answer.
Under the metaball object, you'll want to put the emiiter and the particle into a null object. The dynamics tag will go on the particle object and you will have a collider tag on a ground object elsewhere in the object manager.