Godot Version
4.6
I was prototyping a 3D physics sandbox, in which shapes can be combined to make one complex mesh, as well as be cut out to create holes or dips in the mesh. After realizing that concave colliders don’t work with rigidbodies, I tried convex decomposition. While this did get me closer to the result I want, I cant seem to fine tune the decomposition in a way that gives completely accurate collision to the mesh’s visuals
The decomposition code currently looks like this, is there something I’m missing to get more precise decomposition?


