Comments (5)
If we can do it as a version-specific export step, that sounds like the best option. Otherwise it will be forgotten in new features and cause future bugs.
from korman.
Any preference for applying the mass/pin hack or transforming everything to worldspace?
from korman.
As far as I know, both usually work fine.
Obviously moving objects need to have mass and kPinned
, but transforming everything to world space can (theoretically) yield slightly better performances for static meshes.
From Cyan's PRP it seems the preferred behavior is no mass for regular colliders, no mass and kPinned
for exclude regions, and mass+kPinned
for kickables and detectors (except exclude regions).
Animated colliders (for instance, subworlds) have the kPhysAnim
flag. Kickables don't.
I have followed these rules when fixing Myst V logic on Complete Chronicles, always worked as expected. (The only exception being in Laki's Maze, when a physical object was parented to a ViewFaceModifier, but that's asking for trouble.)
from korman.
I'd say the safest bet for predictability and compatibility would be to follow that pattern then.
from korman.
The current approach is to transform physicals into worldspace if the scene object does not have a coordinate interface.
from korman.
Related Issues (20)
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from korman.