Generate Custom Mesh Collider dynamically + options for Rigid body

yes, that can possibly solve it.

you could also disable the mesh collider.

Yes but I want to use onTriggerEnter and not onCollisionEnter for now
I would like to switch between them by enable and disable it

by user 224464722878005248

To prevent this explosion of tooth

by user 224464722878005248

Hm, i see, try the isTrigger then :+1:

Let me know if you encounter any oddities. I think i had issues with MeshColliders not getting all data in the events and stuff like that. So please let me know if you hit any limitations with your usecase :slight_smile: Also good luck, it looks interesting :cactus:

Ok !
I will try it tomorrow, my head is blowing up

by user 224464722878005248

:smile: … tommorow it will be better :slight_smile:

Thanks again Kipash, really

by user 224464722878005248

Happy to help :cactus:

Hello,

I’m trying to set collision groups, how could I access to the rapier collider from my MeshCollider component ?
I would like to apply setCollisionGroups and setCollisionMask

Like it :

by user 224464722878005248

Hi, let me check but we might need to add an api for it. One moment

I’ll add a method to the physics engine to give you access to it

It will be context.physics.engine.getBody(<colliderOrRigidbodyInstance>) (next version tomorrow)

Hi @AeistDesmos it is already available in the latest version released an hour ago

Let me know if it works for you

Okay I will test it tomorrow thanks

by user 224464722878005248

Hello, I got too “problems” with the update
First, now I got this log which appear on my scene :
But it’s normal I don’t want skybox ^^’
image.png

by user 224464722878005248

And want I try console.log(this.context.physics.engine?.getBody(rigidbody))
Or console.log(this.context.physics.engine?.getBody(collider))

With collider as MeshCollider needle component, I got undefined

by user 224464722878005248

But this.context.physics.engine exist

I’m on exporter 3.19.2 and Engine 3.19.2

by user 224464722878005248