a minimally modified Raycast node is now included as experimental with 5.3-preview
thanks again for digging through this @antokhio
and here a transcription of the necessary steps to take in game studio to make a collider shape assigned to a model (as outlined in the video):
- add asset > model > 3d model: choose file
- no textures, no material, no skeleton
- add asset > scene
- drag Scene to MainScene
- drag model to Scene
- add assets > physics > convex hull
- choose the importet 3d model asset
- on the 3d model entity > add component > physics > static collider
- in the component go to Static Collider > Collider Shapes → add asset
- drag the Collider Shape (created in step 5) in
- this now may take a while: note the “Loading assets…” info flashing above the editor window!
- to view the collider shape enable “Physics” in the editors “Grid and Gizmo” options
- to refine the collider shape, select it then activate “Decomposition” → this takes time depending on your model and used parameters