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How to use other collision types

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by HumanTarget, Apr 14, 2018.

  1. HumanTarget

    HumanTarget
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    When youre in the editor there are other options for the type of collision you want on an object. Ive only gotten the "Visible Mesh" to work because it auto does it. But for some objects, that isn't a great option. How can I make the "bounds" and default "collision mesh" to work properly?
     
  2. Nadeox1

    Nadeox1
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    BeamNG Team

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    Imagine you have this:

    The square around it is the bound (ie. a rectangle/square that contains the object).
    Setting the collisions to that will make objects collide with that thing.

    Collision Mesh is used if you have a specific mesh to be used for collisions.
    Example: You have a very complex mesh, and then you made a simplier version for collision:

    (you see the top one, but collisions uses the lower one)

    None means no collisions.

    Visible Mesh means it uses the same mesh that is visible (ie. in the example above, it would be the top one)

    Visible Final is the same as above. Except that the game logs will not show you a warning ( because visible collisions can be expensive if not used wisely )
     
  3. HumanTarget

    HumanTarget
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    If I wanted to use the bounding collision, would I just make a box around my prop like you did and export both as one piece? Or do I have to export them separately and set it in game some how? Also, I assume it doesn't have to be a perfect box shape, it could be like a triangle or some other shape.
     
  4. Nadeox1

    Nadeox1
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    BeamNG Team

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    No, the bounding box is calculated automatically, you don't have to do anything.
    And it's a box (bounding box)
     
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