After a lot of fiddling, i’ve got a loaded GLB to which I apply a mesh collider. However, when I add other imposters to the scene (sphere imposters), they aren’t hitting the mesh collider right. They’re hitting, but slightly below the surface of the mesh.
I’m getting a warning message: “A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.” But I’m not sure how to interpret that message (b/c i thought the technique to add colliders to glbs was to create a parent and then add both the loaded glb and imposter into that container)?
The issue was that the physicsRoot needs to be positioned to match the world location of the loaded mesh. Otherwise, it’s like a hidden appendage rotating in space around the collider. Would be awesome if there was a way to make the physicsRoot visible?