Attaching and sizing a ColliderShape3D to an imported object

Godot Version

4.3

I am building a hex based game. I created a hex shape in blender and exported it as a .glb file:

Next I imported the object to Godot. It creates a ‘locked’ Node3D:
base_tile

I can double click and inspect the content in the editor:

Next I add a new scene ‘Tile’ which will include the object and other functionality. I need to be able to click tiles so I choose node type Area3D. I also add the tile_base object:
tile scene1

I add a CollisionShape3D, and assign a CylinderShape3D as this is pretty close to a hex in shape.

Now it can be seen that the cylinder’s shape doesn’t fit the hexagon. The radius is too small, and the height to large. I updated the cylinder’s scale to (1.3, 0.3, 1.3). Godot warns that a non-uniformly scaled CollisionShape3D will not function as expected, and that I should change the size of the shape instead.

So I changed the size of the tile_base to fit the CylinderShape3D:

It doesn’t look like a tile now, so I changed the ‘y’ scale on the Tile scene.

Godot is unhappy about this as well. Clearly this is not the right process. How do I set this up?

You can change the Cylinder’s height and radius through it’s properties and/or the red pips.

Thank you, editing via properties works. I couldn’t figure out what the ‘red pips’ are but it wasn’t needed.

red pips are what I like to call these guys

2024-10-20-123248_324x280_scrot

Useful to know, thanks.