Having an issue with CSGBox3D and other 3D Nodes

Godot Version

4.7.2-stable

Question

I am running into an issue where I have added a second CSGBox3D the first one I have is a floor so I wanted to add a slight ridge so I can test jumping and make sure it feels correct. However the second CSGBox3D I create does not appear when I run the game it is there in the view port however this also happens whenever I copy and paste the first CSGBOX3D assuming it might be because I checked a box I didn’t realize or whatever the case might be. This also happens when trying to import a blender file as well, I wanted to test if it was just a CSGBox3D issue. I cannot figure out what this issue is and would love to be able to resolve this cause I’m at a lost. If anyone has any suggestions for this I greatly appreciate it!

ps I cannot upload any attachments as I am a new user hopefully my explanation of what the issue is helps you understand. I will try to better explain in reply to your comment if needed :slight_smile:

Hard to tell without more info like the scene structure.

Does any script change the CSGBox3D transform (position, rotation, or scale)? You may be moving out of view or scaling it down to zero.

Does any script Object.free() or Node.queue_free() the CSGBox3D node or any of its parents?

Is your Camera3D node pointing to the CSGBox3D? Like, it’s in view of the camera?

How far is the CSGBox3D from the camera? You may have changed your Camera3D.far property to a lower value and it’s getting culled. The editor viewport’s camera properties are independent of the scene’s Camera3D properties.

You could also try using a MeshInstance3D with a BoxMesh instead.