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GLB assets configured with "Decompose Convex" colliders now loading with "Trimesh" #93501
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This appears to have been caused by #89461 which switched the default physics shape type from Decompose Convex to Trimesh. The comment stated it should not break compatibility as the shape_type should have been serialized. At least for Godot 4.2 that isn't the case and the |
Just to add some more info to this for people wanting to reproduce why this is an issue. Clone: https://github.com/Malcolmnixon/KayKitDungeon Looking at the file behind the scenes, we can see that files where Opening this up in Godot 4.2.2 we can verify that the asset is correctly setup: Saving this asset with a different shape type, I can see the shape type being added to the Opening this project in Godot 4.3 beta 2, the setting is still not saved in the Now here it gets a bit tricky as to why we're making a big deal of it. In Godot XR we make it possible for the player to pick these objects up and throw them around. We need them as RigidBody3Ds.
And we get this wonderful warning: So the collision shape that we have now set as the default, has a big warning that it won't work for rigidbodies. We don't know the fallout of this yet, but I've seen an uptick of support questions on the discord about pickable objects no longer working in XR tools and am wondering if this is the root cause. At the very least the default needs to be returned so that we get consistent behaviour. |
Approved the fix. |
Tested versions
Godot 4.3-beta2
System information
Windows 11, gl_compatibility, NVidia RTX 3070 TI
Issue description
I have numerous asset libraries constructed with Godot 4.2 and containing GLB files configured with different physics colliders, including:
In Godot 4.3-beta.2 all the "Decompose Convex" GLB files are instead coming in with Trimesh colliders.
Steps to reproduce
Minimal reproduction project (MRP)
N/A
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