• 3D
  • Physics and Collisions in 3D Space....

Hi Team<br /><br />After 5 hours of checking this, and other forums, for a solution I am now officially stuck.<br /><br />I have set up a scene that has a building in it and a drone "flying" above it. The building is in its own scene that has been imported into the main scene. (see the two screenshots below).<br /><br />The drone is a rigid body mesh, the building is a static mesh. They are both on the same level and mask. So in theory (if I am assuming correctly) when I play the game the drone, which is above the building, should via gravity (and gravity is set) fall onto the building and stop.<br /><br />However, what I am observing is the drone falling, and passing right through the building o.O<br /><br />So am I assuming wrong? Or is my setup screwed up?<br /><br />Any ideas?<br /><br />Cheers<br /><br />Mark<br />

Does your building have a collision mesh/object? I'm guessing you are using a Mesh Instance for the building so with the mesh instance selected look at the header of the 3D viewport there should be a "mesh" menu there from where you can generate a collision mesh for the building node.ps. I see no screenshots?

Hi MegalomniakLooks like the screenshots are still awaiting approval.essentially the drone tree view is:Spatial Node  Drone (rigid body)       MeshInstance          static Body            Collision shapethe last two item are generated when i use the mesh tool (create timesh static body) on the MeshInstance on line 3 above.the building setup is:Spatial node  Building MeshInstance      StaticBody          CollisionShapeNow, I assumed that the "create timesh static body" just used the standard mesh, that I exported from Blender, to create a new collision mesh. I also assumed that the mesh brought over from Blender didnt need the layer marked with the " -colony" name marking as the tool created its own version from the base mesh.Sound about right? 

16 days later

Sorry Mark, didn't see that the screenshots never got approved until now. Just did it, and again sorry for the wait!

Thanks for clarifying that Bishop.That helped narrowed down the problem a little more. I discovered that I should be using the Godot mesh tool "Create Convex Collision Sibling" to make it work properly.Now I have to work out why, when one body, after colliding and sitting on a static body, causes the CPU/GPU to ramp up and to slowly have the rigid body slip through the static body.... oh the fun :P