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I've been trying to work on a scene that has some low poly utensils on a table, all being RigidBody nodes. The issue is that since I need the collision shapes to be concave to be accurate (else I end up with this), everything just phases through each other. Is there something I'm missing? The docs didn't mention anything about concave vs concave.

I actually created a simple test project file that tests each of the collisions against each other just to see if it was just concave vs concave. It's here

in Engine by (38 points)

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