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Child colliders have a It would be straightforward to change collision events to always point to the rigid body entity, and I might change the default to that... but pointing to the One option would be to make collisions store both the rigid body entity and the collider entity. This would make both use cases viable. |
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Here is the use case I'm facing: I have a blender exported glb scene where it contains a rendering object and collider object with different names. Let's call them
viewandcollider. Thecolliderobject is much simpler but wraps theviewobject very well.After loading the scene into bevy, I can use the following code to hide the
colliderfrom renderingThe
TagCollidercomponent will be processed async in another system where we can generate theColliderfrom the meshThis works fine and I can detect collision events between the colliders correct. However, the
Collideris attached to a descendant entity of the root entity I added during the scene loading phase.Is there anyway to configure collision event to point at
RigidBodyentity (the root), rather than theColliderentity? I usedbevy_rapid3dpreviously and the collision events generated there always pointsRigidBodyentity instead ofColliderentity.Beta Was this translation helpful? Give feedback.
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