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The most direct option would be to create a Collision callbacks and And, as usual, I strongly recommend using a convex decomposition of the mesh rather than the mesh directly; it'll be massively faster. |
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Hello Norbo! I am thinking of ways how to do it.
There are many constraints:
So it means, that I should use low-poly mesh for general collisions and a bunch of separate meshes for projectile tests
(I simulate projectiles myself via sweep tests and ray cast).
So how can I do it?
I can weld each mesh to the parent body (like hull armor plates to hull low-poly mesh), and disable collision tests via SubgroupCollisionFilter. But it doesn't feel clean: each plate then should have fictional mass, and additional constraints feel unnecessary.
I can spawn armor meshes as statics/kinematics, disable collisions, then manually update their poses every frame. Looks doable.
Load shapes but don't spawn bodies. Then do ray test on each shape using parernt pose. Looks doable too.
Do I have other options?
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