Editing Collision Models
Last updated
Last updated
This page contains information about how to create the collision meshes. All units are in Blender meters.
Collision meshes should not contain any materials, vertex colors, or uv coordinates.
Method 1 (Ideal for floors):
Duplicate the visual mesh.
Remove all the materials, vertex colors, and uv coordinates.
Simplify as needed.
Method 2 (Ideal for walls):
Create a vertical plane that is 10 units high.
Select 2 edges of the plane, then extrude them to create the wall.
Repeat step 2 until you have created the entire level.
See .
Sometimes, the stage might require a certain path to only be accessible from one way. While it might be tempting to simply flip the collision shape's normal, this can cause inconsistent collision behavior. Instead, move the one way collision into a separate mesh and use a Culling Trigger to activate/deactivate the collision at the correct time.
Walls should never be thinner than .8 units.
Walls should be at least 10 units above the floor.
Avoid complicated collision meshes. They use more processing power and tend to be less predictable.
If you need to choose between accuracy to the visual mesh or better feeling collision, always choose what feels better to the player.