So if I get this right:
- Default: The regular collission stuff
- Box: Just a box, handy when you don’t need physics
- Hull: A weird hybrid that’s difficult to explain or understand?
Now I understand, although I can’t explain it in words.
(Long live the video!)
That’s a very good explanation… did not expect that
(Although it isn’t that simple at all)
YES
I switched all the characters in Stealth to use box collisions and so far it seems to be running a lot faster.
Huh you were just trying to explain “Hull: A weird hybrid that’s difficult to explain or understand?” in simple words and didn’t know how .-.
It connects the outside ‘hull’ points and fills in the rest, is all.
Why does it do the blue things, while the red are also fine?
(I mean, my brain knows it should NOT be the red drawn thing, but difficult to explain in words)
Closest I can think of:
The best way to wrap the model in giftwrap paper.
Simple explanation: the red lines that you suggest (when drawn precisely) will probably create two edges that ever so slightly angle into the shape instead of outwards, that’s not allowed for convex hulls. All of the angles between edges have to be 180 degrees or more outside of the shape.
Just as I realised my mistake while rereading my post, you answered.
I actually meant:
good luck with your game
The angle inside is more than 180 degrees there, so that would not be a convex hull.
Should the option not be “Convex Hull” instead of “Hull” then?
Why isn’t this property scriptable? I was trying to whip together something that would convert all of the CSGs in a certain type of model to “Box” quickly and it wouldn’t let me.
Physics stuff is calculated in studio, so eh…
EDIT: I remember that today’s update added the new enum, but not a property using it.
It’s probably one of those studio-only properties, just as with a few studio-only classes.
EDIT2: Alhough it would be nice for plugins to be able to set the CollissionFidelity of an union
Yep, that’d be great for automation purposes where I can loop through a bunch of unions at once and change their CollisionFidelity at the same time. It’s fine even if it pauses studio until all of them are done because I can leave it to do that and go do something else important instead of manually going through and changing the CollisionFidelity of the unions.
Does changing the property fire .Changed?
In that case, you could write a plugin that does something like:
for k,v in pairs(game.Selection:Get() or anotherTableOfPartsWantedToBeConverted)
game.Selection:Set{v}
v.Changed:wait()
end
You would just need to click the dropdown menu and select the option and repeat.
Still a pain, but less…
@Khanovich
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