EditableMeshs Collision Box Innacurate to Fidelity Views

Let me start off by saying this is not an issue in regards to collision not working - it does work, however it would appear to not be true to what is expected, and shown via the collision fidelity views.

The mesh as a whole seems to have a different collision then what the fidelity shows, and should be.

Expected behavior

I would expect the meshes collision box to be accurate to that in which the collision fidelity layers are showing.

It’s also worth noting as you can see in the video above, the collision as a whole is absolutely terrible - this is with PreciseConvexDecomposition.

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I experienced a similar issue when attempting to make hitboxes using skinned meshes. I can only assume that the collision box is based on the original state of the mesh and not its updated states.

Even though I had always thought this was intentional as it may consume too many resources constantly regenerating the collision box of “pliable meshes,” if there was a fix for this it would be great!

The collisions in an EditableMesh wont be accurate if you apply changes after using CreateMeshPartAsync, however in the video demonstrated, all changes are made prior to using CreateMeshPartAsync.

Hi Node! I was able to reproduce your issue – thanks for the report!

We just flipped a flag that fixes this – let me know if the problem persists.