Closed alexjhetherington closed 2 years ago
hmm yes, clearly this expensive calculation might be worthwhile sometimes?
I think I'd add this feature as "high detail mesh collider painting" checkbox or something in the inspector?
feel free to submit a PR and I can build off of that to handle the editor UI stuff... thanks!
@alexjhetherington Please submit the PR.
this is now integrated and will be part of the next release, v1.2.3 ... thanks for the PR!
First, thanks for this tool! It's incredible.
I am building a blocky environment out of mesh colliders. Painting Ivy works correctly, but ivy that grows around corners (say across a roof then down a wall) fails to respect the new surface and does not calculate the new adhesion normal.
It results in unrealistic looking growth, and leaves that only respect the initially painted normal.
It's because of the "find closest point on a mesh collider" logic. It is looking at vertices, and in my case the nearest vertex is very far away (big blocks!).
I have coded a dirty solution for my case : to find the closest point on a mesh collider I send many ray casts outwards from the start point in a rough sphere.
It seems to fix the issue! But obviously it's even slower (by how much I'm not sure).
If you want me to make a PR with my dirty solution let me know :)