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 ![]()
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
Also good luck, it looks interesting ![]()
Ok !
I will try it tomorrow, my head is blowing up
by user 224464722878005248
… tommorow it will be better ![]()
Thanks again Kipash, really
by user 224464722878005248
Happy to help ![]()
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 ^^’

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