This works well however the moving mesh is triggered by the bounding box and not the mesh itself. I assumed that the usePreciseIntersection would solve this but that’s not the case.
What would be a more correct way of detecting this sort of collision? I don’t want to block collision movement using checkCollision. My interaction is more nuanced and I’m already using that form of detection for boundaries.
Hey! Thanks for getting back so quick. I’m caught up in my day and started through the process of recreating something similar to my setup. In my case sphere is actually a base gltf mesh. I also had some errors setting it up in playground and ran out of time debugging/completing it. Here’s as far as I got: https://playground.babylonjs.com/#CPSPZA#4
Sorry for the half-assed nature of it. The idea was that I was going to animate the sphere moving into the bounding box of the disc and have it change its visibility or change the texture colour on the sphere. I’m not sure if this gets you any closer!
Ok I double checked and precision is working correctly, basically precise means that the bounding box is not necessarily Axis Aligned: Mesh Intersections | Babylon.js Documentation
This will still not trigger mesh to mesh intersection which would cost a lot.
HI Sabavan, so sorry about that. I was under a great amount of stress to get a delivery out. Sorry I wasn’t more helpful. Here’s a link to our prototype: Boehringer Stage once loaded click “customize” and then “follow” you can then move the character around the mainland.
If you angle the avatar to the edge of the floating white disc you’ll see it intersects at the edge. I suppose this is what you’re referring to as being axis aligned. I’ll have to investigate a different method.
Here’s a better question though: we were going to use these sort of primitive collisions to determine the avatars y coordinate. This ensures that they are scaling the grand. Both the mainland environment and avatar are both gLTF models.
Is there a better way to introduce ramps/stairs in this case?
We’re not using any scene gravity controls as I wan’t sure how that would play out with gltf models.
In your case, ray casting down to find the closest ground would be good I guess and for object collision you could have a look at this one: Camera Collisions | Babylon.js Documentation