Open netgfx opened 3 years ago
As for primitive shapes I think it's because of the same reason why bounding boxes of skinned meshes are off (see this SO answer). If you'd like a collision box which updates itself with the model animation I can re-use what I've done in the said SO thread and make a component out of it.
Although I personally would try using some collision boxes attached to certain bones. It would be more accurate, and less heavy. Actually this could be an idea for another component mapping shapes to bones 😄
edit A component which will create colliders for bones seemed like a neat idea so I've made a one. You can see it working here or here.
Animated models do not receive collisions with either
dynamic
orstatic
body type. Also shape property doesn't seem to be doing something. Am I missing something or is it not supported?