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Description
First off, bevy rapier is great. It was easy enough to setup in Bevy, well documented, and provides pretty satisfying physics for simple collider shapes. So thanks a lot!
Now, I am building a convex hull directly from a single mesh exported from Blender.
I have attempted Collider::convex_hull()
and Collider::convex_decomposition()
and they both produce the same result:
A Collider shape that looks perfectly fine, but has one half where all objects fall through it.
The behaviour is a bit strange though, as objects seem to somehow react to the collider, as they start spinning pretty fast as they fall through.
The following clip will be much more telling than my clumsy words: (tiles have their RigidBody
switch from Fixed
, to KinematicPositionBased
, to Dynamic
as they are selected and released when clicked)
simplescreenrecorder-2025-07-27_18.59.35.webm
I have tried inputting the same mesh to Collider::convex_mesh()
but that gives me None, without further explanation.
My shape is simple enough that I'm convinced it should be convex (I can provide a blend or gltf file), so what am I doing wrong?


(I use the same method for the tiles and they work perfectly fine with both convex_hull
and convex_decomposition
while put on top of a cuboid collider, or other tiles)