better debug collision markers #13667
Replies: 1 comment 3 replies
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Moving to discussion, as there is no concrete technical implementation provided. I agree the current collision contact debug draw isn't optimal, as the lack of shading (even fake contrast) makes it impossible to distinguish the individual faces. We should be able to resolve this by using split faces when constructing the mesh, then enabling vertex colors on the material and defining different vertex colors for each face. This way, the material remains unshaded, which ensures it looks the same regardless of lighting conditions. Note that in your particular example, collision contacts appear huge relative to the shape's size. We could have a project setting to adjust the contact's size, as some projects work on a smaller scale than others. Collision contacts are drawn as a MultiMeshInstance setup here: |
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Describe the project you are working on
n/a
Describe the problem or limitation you are having in your project
it looks bad
These red triangular markers that happen when 2 bodies collide, I think they could look better!
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Using a different, better shape, maybe another shape type, and scaling these shapes based on camera position or something to that effect.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
n/a
If this enhancement will not be used often, can it be worked around with a few lines of script?
n/a
Is there a reason why this should be core and not an add-on in the asset library?
Its fixing an issue with core
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