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Allow configuring physics of imported collision shapes in the Advanced Import Settings dialog #9772

Description

@lupuchard

Describe the project you are working on

A 3D puzzle game that makes use of scenes imported from blender.

Describe the problem or limitation you are having in your project

When generating a physics mesh for an imported mesh, you have the option to configure the physics material, layer, etc. of the generated collision:
whengenerated
But when separately importing a collision mesh (via the "-colonly" suffix) you don't have these options on the resulting StaticBody3D or CollisionShape3D. The only option is "Skip Import". You can't even "Save to File" like you can with meshes, if you wanted to use the collision shape manually:
justskip

Describe the feature / enhancement and how it helps to overcome the problem or limitation

It should be possible to configure imported collision shapes.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

When selecting the StaticBody3D created by the -colonly mesh, there would be the same Physics section with the options that generated physics has, minus maybe the shape type and body type (so physics material, layer and mask).

If this enhancement will not be used often, can it be worked around with a few lines of script?

I would use it often.

Is there a reason why this should be core and not an add-on in the asset library?

Importing collision meshes from blender is a core feature.

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