marty I've got a project in which a ray is cast at a Godot sphere, registering a hit just as you would expect. But, when I replace the sphere with a custom mesh imported from Blender (via DAE), the ray hits no longer register. Any suggestions as to what might be going wrong? TIA!
darkhog Have you imported/generated colliders? The mesh is only here to look nice. You need to set up collider for the object to accept rayhits. The reason it works with Godot sphere is probably because it has a collider set up.
marty I had attached a CollisionShape to the mesh, if that's what you mean. I tried using both convex and concave mesh-based collision shapes, but still no collisions resolving. I even tried adding a RigidBody but still no dice.
marty Interestingly, I am getting a debugger error thrown that reads: "Faces count are 0, mesh shape cannot be created." Is it maybe saying that it cannot create a collision mesh? And if so, why?
marty The answer lies herein ... https://godotdevelopers.org/forum/discussion/19071/how-to-create-collision-shapes-for-imported-dae-meshes