In this blend file I'm simulating the usual workflow used when you have a set of "assets" that you use to compose an environment.
Into the blend file there are 2 collections:
The box model with its own collision.
The main scene that have 5 instances of the above collection.
Once imported in godot, the expected result is that only one mesh resource is created for the mesh (so used in the 5 MeshInstance) and 1 shape resource is created (so used in the 5 StaticBody).
Right now only the FBX importer is able to handle it properly (and the obj just creates the mesh like expected).
In this blend file I'm simulating the usual workflow used when you have a set of "assets" that you use to compose an environment. Into the blend file there are 2 collections:
Once imported in godot, the expected result is that only one mesh resource is created for the mesh (so used in the 5
MeshInstance
) and 1 shape resource is created (so used in the 5StaticBody
). Right now only theFBX
importer is able to handle it properly (and theobj
just creates the mesh like expected).