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CreateMeshCollider() with no arguments?


SpiderPig
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  • Solution

Oh yeah, I changed the way this works. After creating the collider, call Collider::AddFace for each polygon / face. When you are done adding faces, call Collider::Finalize().

This gives you control over the exact number of vertices per face, and the finalize method also exposes the Newton optimize feature, which will attempt to merge adjacent coplanar faces.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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They are added in the order you specify, and form a concave polygon. Typically this is just used for quads or maybe brush faces. What are you trying to do?

My job is to make tools you love, with the features you want, and performance you can't live without.

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