At the moment if you want to have a collider for your model, you can either generate a collider shape inside game studio, or use the primitive shapes. Whiles converting my unity game project to Xenko, I run in to things that could be improved. Especially when dealing with large amounts of assets.
- Generating collider shapes manually from game studio takes a long time.
- A lot of the models that I have, have a submesh simply labeled “PhysicsMesh” or “ConvexHull”. What I would like to propose here is that when importing this model, game studio detects the submesh’s name, and suggests if I want to import/generate the physics collider using that submesh.
In my case where I have a nice building model( with some rooms, doors and windows). In a 3d modelling tool I can easily create the boxed out physics shape.
- Another useful option would be to generate a convex hull decomposition: This generates a lowpoly hull for your model. This library does a fantastic job at that: https://github.com/kmammou/v-hacd
What do you think?