Hey,
how would I go about let's say: Car with doors that can fall off?
I thought about two approaches, by looking at some Godot videos, but I don't really like them that much.
1) Since I would create the whole car in some DCC (blender obviously :D), I would have set it up like this: Car_body Doors Tires etc.
So Car_body is parent, and other objects will be children. After import, the heirarchy won't change. Now, first thing is, how do I handle collision. It would be OK to have one convex box at first, but if one of the doors fall off, I would need there to be a hole. So let's say I create collision bodies for every single object. Now, how do I make them not register each other when that close together? I don't wan to use layers, since it does not really fit. (I would have to put every detachable object in different layer. Front doors could not only register body, but back doors as well). In UE4 there was this feature called "Weld" which did the exact thing. I need multiple collision shapes interact as one.
I know about this, but does it mean that they don't "fight" between themselves?
Now let's say I got some damage and one of the doors should fall off.
What I'd like to do is just take the node representing one of the doors and reparent him to the world. Is it viable approach?
Because in one of video tuts, I've seen he updated the position of item in every _physics_process() call (when picked up). Which seems stupid to me.
TL;DR:
Is there some way of making multiple collision shapes act as one. Should I reparent child node to the scene root or is there some other approach to dropping/picking objects.