-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
RigidBody should be able to use not only direct children CollisionShapes #2174
Comments
Could be useful, but I suppose it would need a lot of work. Mainly because CollisionShapes are resources, not nodes and they don't even hold their transform - their Body holds it. |
Nobody said it would be easy, but I can't see how this would be hard to implement? |
BTW, CollisionShape extends from Spatial, how come it doesn't have own Transform? |
CollisionShape is just an editor helper. Read THIS. It isn't written for 3D, but 3D works the same. |
But there are CollisionShapes which are used by the same RigidBody for collision detection and these can be parented to Spatial or BoneAttachment and is it hard to make them work for collision prevention? Strange.. |
Closing in favor of godotengine/godot-proposals#535. |
RigidBody should be able to use not only direct children CollisionShapes for collision prevention.
This probably should be possible to specify somehow, probably via implementation of
proxy nodes. In this case the following setup should work for collision prevention:
RigidBody
---Skeleton
------BoneAttachment
---------CollisionShape
For worm-like creatures this would be awesome :)
The text was updated successfully, but these errors were encountered: