I absolutely love the high quality of colliders that CoACD is outputting, but they are a little unecessarily heavy vertex wise. I ripped out the C# bindings to make them work with Godot - which has V-HACD as a default collision generator, but with default settings that kind of suck. The CoACD results are however a lot more dense:
V-HACD - inaccurate, many more shells (21!) but low vert counts
CoACD - very accurate, only 8 shells - but too accurate for rounded surfaces.
Would love to see the decimation settings from the console executable exposed for this.
(technically I guess this is a request for Godot support in a roundabout way but hey)
EDIT: Okay, I realize now that this is more of a request to update the Unity bindings to the latest version.
I absolutely love the high quality of colliders that CoACD is outputting, but they are a little unecessarily heavy vertex wise. I ripped out the C# bindings to make them work with Godot - which has V-HACD as a default collision generator, but with default settings that kind of suck. The CoACD results are however a lot more dense:
V-HACD - inaccurate, many more shells (21!) but low vert counts
CoACD - very accurate, only 8 shells - but too accurate for rounded surfaces.
Would love to see the decimation settings from the console executable exposed for this.
(technically I guess this is a request for Godot support in a roundabout way but hey)
EDIT: Okay, I realize now that this is more of a request to update the Unity bindings to the latest version.