My very first Q3D test scene
https://www.scirra.com/arcade/other-games/q3d-the-baked-room-scene-13979
QuaziGNRLnose dear sir, would there be any way of accessing a mesh from the 3D scene?
It would be nice if I could simply reference the walls that are already in a scene (not necessarily from another individual model) to add box colliders. Like maybe...
...so the "Model Meshname", if not empty (nor misspelled) *and* exists in the scene, would get used. Would be nice not having to recreate/re-position separate box colliders (for the floor and walls). Maybe a new "Q3D MeshBinder" plugin perhaps?
Speaking of colliders, "Collider Fit: Model" doesn't seem to work.
The boxes and the first platform (left) are primitives made by Q3D, the second platform (right) is from Blender whose (Q3D Model) collider fit property is set to "Model". The collider debug shows the correct size, but the box still falls through.
Here is the .capx file (with the blender file in the Files Folder).
http://crxmedia.com:9180/test/ss/BoxColliderFitModelTest.capx
EDIT: Changing the values here...
... to larger XYZ values would increase the BBox and solve the collision issue, at the cost of changing the size of the model and negating the intention for "Collider Fit: Model". Sadly this would mean that I have to key-in the dimensions for every wall (and endure the tedium of object placements).
Here's hoping it's an easy fix.
Collider Fit is independent of physics, it sets up the collider for the "collision" actions that you can visualize with collider debug on the objects properties. Oimo Physics bodies have their own independent collider, which can be viewed with the appropriate debug option in the oimo physics behaviour.