I’ve been tracing a problem for a couple weeks and at this point have exhausted every means to track the issue. I made sure I was on the latest Babylon Alpha 28 as well. The following is a link of a project we’ve been pursuing: https://boe-stage.pilotio.workers.dev/ (when in the environment click skip at the top left to enter walk mode).
You can walk the character around nicely. Notice if you try walking off the island or mainland you get blocked by the barrier. We are using a single GLB asset to contain a bunch of meshes and then flagging them as requiring collision detection.
To enable collision we just loop through the GLB mesh list and turn enableCollision on for the
mainland_mainLandBorder mesh. Pretty straightforward. We then created a bunch of obstacles throughout the environment to guard the character from interrupting them. We’re using the same method and targeting any mesh in the root of the GLB that has the “_boundary.” in it.
It seems like the border works as expected however the individual ~80 boundary meshes are never detected and so the characters path is never blocked. I’ve recreated a simplified version using the same exact GLBs here: https://playground.babylonjs.com/#DT7AQC#10
Note: that I’ve left the boundary meshes enabled in playground so there’s a visual representation of where they should interrupt the character walk. Use keyboard to change walk direction.
Unfortunately I don’t have a deep understanding of what the issue might be. I’m 95% sure I followed instructions and documented explanations accordingly but have really hit a wall.
@sebavan you’ve been really helpful to me on this project and journey. If you have a moment I’d love your input and guidance.
PS. This is going to be part of a really high visibility project. These boundaries though are driving me a bit crazy.
Thanks in advance.