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OS/device including version:
Window 10 Professional, Version 20H2, Build 19042.804
AMD Ryzen 3700X CPU with X570 chipset
Nvidia RTX 2070 GPU
GLES3
Issue description:
Collision geometry created at run time (using the shape_owner methods) was not visible when the debug setting "visible collision shapes" was enabled. Collision geometry created in the editor before hand was still visible. If I add the collision shapes at runtime using CollisionShape nodes (which causes errors since those are only meant for the editor), then those are still visible.
I expected the collision geometry added at runtime to also be visible.
Here is a picture of what I saw. The purple cube has a blue outline from it's collision shape. The red object below it has no such outline.
Steps to reproduce:
Create a new scene with a plain Node as the root.
Add two children: A RigidBody and a Camera. Turn off gravity for the rigid body
To the RigidBody, add a MeshInstance with a simple CubeMesh
Add a script to RigidBody. In _ready(), create a new shape owner, and add a shape to that owner (any Shape resource will do, preferably something that matches the visual object used). Code example:
func _ready():
var NewShapeOwner = create_shape_owner(self)
shape_owner_add_shape(NewShapeOwner, shape_resource)
Enable "Visible Collision Shapes" in the debug menu
Run the scene. If the bug has successfully been reproduced, you wont see the collision shape outline.
You may confirm that the collision shape really is present by adding another RigidBody with a premade collision shape, and colliding it with the first RigidBody
Minimal reproduction project:
The scene to run is called "World" under res://Src/World Mesh Test.zip
The text was updated successfully, but these errors were encountered:
Godot version:
3.2.3.stable
OS/device including version:
Window 10 Professional, Version 20H2, Build 19042.804
AMD Ryzen 3700X CPU with X570 chipset
Nvidia RTX 2070 GPU
GLES3
Issue description:
Collision geometry created at run time (using the shape_owner methods) was not visible when the debug setting "visible collision shapes" was enabled. Collision geometry created in the editor before hand was still visible. If I add the collision shapes at runtime using CollisionShape nodes (which causes errors since those are only meant for the editor), then those are still visible.
I expected the collision geometry added at runtime to also be visible.
Here is a picture of what I saw. The purple cube has a blue outline from it's collision shape. The red object below it has no such outline.
Steps to reproduce:
Minimal reproduction project:
The scene to run is called "World" under res://Src/World
Mesh Test.zip
The text was updated successfully, but these errors were encountered: