branchrust_reboot/main/box_collider_authoringcancel

8 Commits over 30 Days - 0.01cph!

13 Days Ago
Revert all biofuel asset changes and remove the test asset
13 Days Ago
Merge from main
14 Days Ago
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
14 Days Ago
Apply the new collision ref collision to biofuel generator (just for testing) Mark any mesh used for collision baking as ExcludeFromBundles so it won't be added to the build Fix BoxColliderBake component having different serialization layout when building
14 Days Ago
Merge from main
16 Days Ago
added example mesh for jarryd - idea is to box’s position, dimensions and rotation Use object-name suffixes to assign physics materials, e.g. floor_01_wood uses Wood. Remove material suffixes from generated child names Place aligned colliders directly on the parent; create separate children for rotated boxes Remove the reference instance after conversion, with Undo/Redo support
20 Days Ago
Merge from main
2 Months Ago
Add editor tool to generate box colliders from DCC reference meshes Artists can build box collision in their preferred DCC, export an FBX, place it under the prefab’s collision object, then right-click to convert its boxes into individual BoxColliders. Object-name suffixes assign physics materials, e.g. _wood selects Wood, and are omitted from generated child names. Rotated boxes receive separate child GameObjects to preserve their orientation. Supports safe regeneration, Undo/Redo and automatic removal of the reference instance after conversion