+4 votes

Complex geometry, or geometry with lots of indentations that aren't important for collision purposes, now generates a huge amount of collision shapes when the convex collision shape sibling(s) option is used, presumably due to the new V-HACD method.

These collision shapes also tend to have larger buffer zones around the surface groups they're representing, meaning collisions against flat surfaces are less accurate in terms of 'physical contact'. It would be excruciating to try to edit these literal shitloads of collision shapes one by one, and they may have a CPU cost as well (imagine a field of 100 asteroids each with 50 collision shapes).

The old QuickHull method used by the collision sibling generator was great at generating approximate collision shapes that were relatively easy to edit after the fact. Is this available, hidden in the engine interface somewhere, or at the very least is it callable in code anymore?

If not, is there a manageable way of sending the trimesh collision vertex coordinates over to a convex collision shape?

It seems unreasonable that my model, comprised of what is essentially 40 faces, which could be represented by a single convex shape with decent precision or perhaps 10 shapes with high precision, should generate 150+ collision shapes.

in Engine by (16 points)

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