From 0e563986a65764bd0bca558123743611832177ad Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Sun, 26 Jul 2026 15:35:44 +0000 Subject: [PATCH] Delete page "2e.-Collision-and-GLB-Export" --- 2e.-Collision-and-GLB-Export.md | 101 -------------------------------- 1 file changed, 101 deletions(-) delete mode 100644 2e.-Collision-and-GLB-Export.md diff --git a/2e.-Collision-and-GLB-Export.md b/2e.-Collision-and-GLB-Export.md deleted file mode 100644 index 466c195..0000000 --- a/2e.-Collision-and-GLB-Export.md +++ /dev/null @@ -1,101 +0,0 @@ -# Collision and GLB Export - -This page defines collision and export requirements for NETFISHING assets. - -## Collision policy - -Do not include collision unless the related issue requests it. - -When collision is required, use a separate simplified object. - -Naming: - -- `AssetName_Visual` -- `AssetName_Collision` - -## Collision guidelines - -Collision should: - -- Be simpler than the visual model -- Remove small details -- Use broad surfaces -- Avoid narrow triangles -- Avoid small holes -- Avoid invisible ledges -- Match the visible shape closely enough for gameplay - -Suggested collision approaches: - -| Asset | Suggested collision | -|---|---| -| Tree | Cylinder or capsule | -| Small rock | Convex | -| Large rock | Simplified convex mesh | -| Building | Boxes around walls and footprint | -| Dock | Box collision | -| Bench | Simple box | -| Reeds | None | -| Grass | None | -| Mushroom | None | -| Terrain | Simplified terrain collision mesh | - -Do not use detailed trimesh collision for every prop. - -## Export format - -Export models as: - - glTF Binary (.glb) - -Recommended settings: - -- Format: `glTF Binary (.glb)` -- Include: `Selected Objects` -- Apply Modifiers: enabled -- Export scale: `1.0` -- Materials: enabled -- Cameras: disabled -- Lights: disabled -- Animations: enabled only when requested - -## Before export - -Confirm: - -- Only intended objects are selected -- Reference objects are excluded -- Rotation is applied -- Scale is applied -- Object scale is `1,1,1` -- Normals face outward -- Origins are intentional -- Names are descriptive -- No cameras are included -- No lights are included -- No missing textures exist - -Apply rotation and scale using: - - Ctrl+A → Rotation & Scale - -## Godot import validation - -After export, test the GLB in Godot. - -Confirm: - -- It imports without errors -- It appears at the expected scale -- The root scale remains `1,1,1` -- Materials render correctly -- Shading is correct -- Normals are correct -- Origins behave correctly -- Collision behaves as requested -- No unwanted cameras appear -- No unwanted lights appear -- No unexpected animations appear -- No external files are missing - -Always inspect the model from the actual gameplay camera distance. \ No newline at end of file