RayIntersectMesh - Would this be possible?

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):

  1. add asset > model > 3d model: choose file
    • no textures, no material, no skeleton
  2. add asset > scene
  3. drag Scene to MainScene
  4. drag model to Scene
  5. add assets > physics > convex hull
    • choose the importet 3d model asset
  6. on the 3d model entity > add component > physics > static collider
  7. 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!
  8. to view the collider shape enable “Physics” in the editors “Grid and Gizmo” options
  9. to refine the collider shape, select it then activate “Decomposition” → this takes time depending on your model and used parameters
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