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Document using CSG nodes as "clip brushes" (invisible colliders) #55557

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Corruptinator opened this issue Dec 2, 2021 · 2 comments
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@Corruptinator
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Godot version

v3.4.1.rc1.official [7b0801c]

System information

Windows 10, GLES3, Nvidia RTX 2080 SUPER

Issue description

I noticed that when you make any CSGCombiner Hidden or Non-Visible it causes the collision to stop calculating or working, resulting in Non-Collision. I was wondering if the collision was supposed to work regardless of whether any CSG object is non-visible?

Here is a link to a video demonstration to the bug I'm trying to explain:
https://youtu.be/GHgZliDruGk

I've also attached a sample project with everything shown in the video that showcases the bug.

Steps to reproduce

In Godot's 3D viewport/space, place a Spatial node first, then a CSGCombiner Node as a child node to the Spatial, use either KinematicBody or RigidBody object/node to test the collision on the CSG to see if you can see the bug occurring.

Minimal reproduction project

3point4_Test.zip

@Calinou
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Calinou commented Dec 2, 2021

This is expected behavior, as the CSG mesh is not included in the generated geometry anymore when it's hidden.

If you wish to use some CSG nodes as "clip brushes" (invisible colliders), keep them visible but configure their visibility layers so they aren't present on any layers by unchecking all the layers. IIRC, this can only be done on a top-level CSG node – visibility layers are ignored on child CSG nodes. This means you'll have to create a different CSG "tree" by using a different root node for your clip brushes.

@Calinou Calinou changed the title Non-Collision bug on CSGCombiner when hidden/non-visisble (in-game and editor) Document using CSG nodes as "clip brushes" (invisible colliders) Dec 2, 2021
@Corruptinator
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Ah, understood. Thanks!

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