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User imported 3D Collision Shapes only interact with primitives and not each other #4591
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Last I checked, the import window expects different keywords in order to create rigid-bodies as opposed to static-bodies. What does your node tree look like? |
I think there was a problem with tri-mesh (i.e |
@Ace-Dragon @bojidar-bg |
Well, there is no way to generate convex collision from mesh during import; Checking collision code this type of collision should work. |
Would it be something as simple as copying the mesh data from what I imported (a convex shape, but imported as concave) to a new convex shape resource? |
need to implement convex decomposition for triangle geometry, that will help a lot. Will be done for 3.0 though |
Like everyone I am very much waiting for version 3.0 Godot. Most of all I hope to fix this bug (and then: #4831). And therefore I was most afraid that it is not fix. The request of the developers to comment on the situation. |
Does this issue also affect the ability for custom meshes such as imported models from interacting with other imported meshes? |
That's exactly what the bug is. Imported collision meshes (ie: meshes that are not primitives) only collide with primitives, and not other custom imported collision meshes. |
duplicate |
Operating system or device - Godot version:
Ver 2 Stable
Issue description (what happened, and what was expected):
3D collision shapes do not interact/collide unless at least one is an engine defined primitive. The same happens with kinematic bodies or rigid bodies. A custom shape can interact with collision shapes using primitives but not with any other user imported collision shapes.
Steps to reproduce:
Create a rigid body and give it a custom, imported collision shape. Instance a bunch at the same location. Notice they don't interact with each other.
Link to minimal example project (optional but very welcome):
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