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Broken collision with invisible CSGCombiners
#43251
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Yep, happens to me as well, they also trow null on _on_body_entered / exited. |
@madmiraal This issue must have been caused by 920f8c8, but it's definitely fixed in #40814. |
I think this is the desired behaviour i.e. it was fixed with #40919. If any of the components of a CSG shape are made invisible, they are no longer part of the shape. A To demonstrate this, I've slightly modified the MRP, where instead of making the |
No, all The reason making the child
This is the bug, and #40814 intends to fix it. |
I dont know if that is the desired behaviour but, having invisible CSGShapes collisions is the only way to get around the KinematicBody edge collision bugs; #34436, if you go for a modular level design approach. |
It should be consistent. If making a CSG component invisible should only prevent it from been drawn (the documented behaviour), but not affect the However, currently, visibility does not prevent the CSG component from being drawn. Visibility is used to control which CSG components are included. It affects the mesh directly; resulting in faces being both added and removed depending on the The way I see it, we have two options:
|
I would vastly prefer this over the former option considering my current use cases, but it would break compatibility. I will make a new PR for this. However, for 3.2's sake, are you favorable of merging #40814 or would you prefer the aforementioned PR proposal? |
CSGCombiners
Godot version:
3.2.4.beta1 - master
OS/device including version:
Windows 10 2004
Issue description:
Invisible
CSGCombiners
withuse_collision = true
will not be collidable.Minimal reproduction project:
Invisible CSGShape Collision.zip
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