I don’t see anything obvious, but if you’re just trying to constrain things to a hemisphere, that’s fairly easy; use normal collision for the ground plane, and clamp object positions to within the hemisphere’s radius of the hemisphere’s origin.
Can you hook up body_exited as a constraint for move_and_slide()? I think that’s what OP wants; to be able to set up inclusive rather than exclusive areas for physics movement.
This would kinda work for the player, but my game has physics calculations that needs to be constrained inside that area too. If I apply this method I would need to make constrains for every map I create in the future.
This is exactly what I need. I’m pretty sure that some time ago we had this option in the CollisionShape nodes, but I can’t find it in the 4.4 version.
If you want the shape to be visible, you can add also select Bake Mesh Instance from the CSG Menu and move the resulting CSGBakedMeshInstance3D node under the StaticBody3D node as well.
Props also to Zenva. One of their lessons used the CSGCombiner3D node which I had never seen before. I did the lesson a couple days ago and even though they didn’t do this, I put together some things I learned from a post by @Demetrius_Dixon asking about CSGBoxes and collisions. (That’s when I found out that you can bake CSGs.) So I just took my Blender knowledge and took a shot.
So I really recommend the Zenva Humble Bundle I posted about here: For People Trying To Learn Godot Because I have learned about all sorts of little 3D, UI, and shader things I didn’t know before.