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For ConcavePolygonShape in active mode Debug visible collision shapes, when the collision shape changes, the auxiliary MeshInstance does not change. #48281
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I tested MRP using #48175, and it changes the debug shapes correctly.
Since 3.3, debug shapes are placed by CollisionObject, which should know nothing about CollisionShapes. |
If I understood the translations correctly, in a future release, the rendered form will no longer be a node at all, and will be served directly by the visual server?
I meant that if the system adds a debug form as a node, then the problem is that the node of the physical object already knows about the number of its children, and in many cases, with a complex combination of the composition of forms of interaction in physical objects, the forms of design created for debugging also become children of the physical object. This violates the scripts where the children of this physical object are viewed in which the script expects to find only the collision forms. |
Yes
This is how it works before 3.3, CollisionShape creates the debug shape node. The issue with that approach is that if you want to use CollisionObject API directly, without using a CollisionShape node, there is no way to show the debug shape. |
Godot_v3.3-stable_win64
OS/device including version:
Win7 x64
Issue description:
For ConcavePolygonShape in active mode Debug visible collision shapes, when the collision shape changes, the auxiliary MeshInstance does not change.
When using ConvexPolygonShape everything is fine.
P.S. It seems to me that auxiliary forms for visualizing collision forms are better to attach to their collision forms as children, so it is more convenient to work when they do not get confused, especially if there are several forms.
Steps to reproduce:
Try a minimal example project.
Minimal reproduction project:
BUG_DEAD_FORM.zip
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