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Enable use_collision on CSGShape3D by default #59288

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@Calinou Calinou commented Mar 18, 2022

Related to #59266 (can be merged independently).

Since collision is often desired for level prototyping (and most CSG nodes are intended to be solid), it makes sense to enable collision by default.

See discussion in godotengine/godot-proposals#2879 for further rationale.

Since collision is often desired for level prototyping (and most
CSG nodes are intended to be solid), it makes sense to enable
collision by default.
@Calinou Calinou force-pushed the csg-collision-default-enable branch from 08bfa04 to 2556601 Compare March 18, 2022 17:07
@stebulba
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When you use CSGPolygon to fallow a path in Editor, during prototyping you don't need the collision until you are satisfied with the result. That will just overload the physic server for noting by default.
I am not sure with this PR.

@akien-mga akien-mga requested a review from BastiaanOlij March 18, 2022 18:54
@Calinou
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Calinou commented Mar 18, 2022

When you use CSGPolygon to fallow a path in Editor, during prototyping you don't need the collision until you are satisfied with the result. That will just overload the physic server for noting by default. I am not sure with this PR.

We could make collision be generated only when running the project by default (using Engine::get_singleton()->is_editor_hint()). If you need CSG collision within the editor (e.g. for use by an editor plugin), we could have a project setting to enable this.

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3 participants