Creative Monkey
Creative Monkey
I can change position but not rotation in the inspector. What about procedurally generated instances? I don't mind setting it manually or even trough some hack, as far as the...
I need both rotation and position so the issue title is correct. I guess we'll have to wait for the fix then...
With a proper guidence I would be willing to invest my time to write a simple plugin based on yours. It should contain only basic functionality though. You wrote it...
I simply called mesh.create_trimesh_collision() for each generated face on its creation. The problem is that collision shapes contain too many vertices and therefore the collision calculation has to process a...
Indeed. Maybe I don't understand the collision system correctly but I did a simple experiment. I set the generation of the collision shape only for the closest planetary face. Then...
We can definitelly make some iterative experimentation here and try to find the best solution. I've created a planetary_collisions branch as a playground for this purpose.
I was struggling with the collisions lately. Don't have a valid solution the way we discussed it yet. Maybe I'll focus on something else and leave this one on you...
Well I created a separate scene with StaticBody and Collision shape and instantiated it for each TerrainPatch. Then I tried to inject the mesh data into CollisionShape but it didn't...
I created a skeleton of the solution using PhysicsServer but as before, it doesn't seem to work. I pushed the current state to the planet_collisions branch so you can have...
Brilliant, you made it work! That's great news. I see you set the space, I was going to do that next. Nevertheless, I found another bug with collisions. When you...