Using theCreate Collision Shape...button On a mesh imported from GLTF with a modified root scale, the collision shape will be generated at the original scale of the GLTF. Steps to reproduce Import a GLTF and modify the root scale Generate a collision shape from a selected mesh in the GLTF...
This avoids using convex decomposition every time collision is enabled on a mesh, which can be extremely slow on complex meshes (such as entire levels). This doesn't break compatibility since defau...
GDGotm- GDScript API forgotm.io. godotccd- Fast 3D collision checks in Godot using libccd. godotdetour- A GDNative implementation of the detour/detourcrowd library. GodotDiscordSDK- A GDNative wrapper for the Discord Game SDK, adding support for its functionality in GDScript without recompiling th...
I also added a warning to CollisionShape2D nodes withtop_level(saying that it is experimental) based on@rburing's recommendations. As a first step, this PR only add this top_level feature to collision shapes working with areas, not bodies. I have quite a limited view and understanding of ...
This seems like an unintended effect as it is not consistent and can happen with CollisionShapes that are disabled. Steps to reproduce: Create a setup that involves a RigidBodywith multiple CollisionShapes. Disable the first CollisionShape. Create a spawner that fires a RigidBody over and over ...
Right now all those physics properties are on the GridMap node and the GridMap Octants also merge the collision shapes under a single body with this assumption. It would need to create differen bodies for the octants when cell items with different physics properties are used. Same as it ...
Tested versions 4.3 System information Windows 10 Issue description The project setting debug/shapes/collision/shape_color requires a restart to take effect, but does not prompt the user to restart. Likely a similar problem to #82813. St...
Godot version: Godot 3.3. OS/device including version: Linux Manjaro, Intel Kaby Lake Issue description: Noticeable slowdown when a kinematic body collides with stuff. I managed to "manage" most of it by a) optimizing the collision shape...
Import collision/occluder/navigation shapes (based on Tiled object type). Support for one-way collision shapes. Custom import options, such as whether to enable UV clip. Support for image layers. Support for object layers, which are imported as StaticBody2D, Area2D or LightOccluder2D for shapes...
As the description says, there's an error when you edit the properties of a rectangle collision shape on the child scene. This doesn't happen on any of the other collision shapes as far as I've tested. Also, something else I've noticed, if you try to change the properties of the sh...