Making CollisionShapes for complex imported models

Godot Version

4.3

Question

Whats the best way to make collision shapes for imported models? Im importing Kenney models(trees,platforms,barrels,wooden crates) to my game and I want to make collisionshapes that are close to precise for each shape. The way that I tried was to make the .glb a new inherited scene. I added a static body and then a CollisionShape3D. I tried to set the path of the collisionshape to the path of the methinstance which is how Kenney did it in his Platformer Starterkit but I get this " Invalid scene: root node block-grass-corner-overhang2 in an instance, but there’s no base scene." error when I try to drag that object into my level. Any advice would be great. Thanks.

When you have a mesh instance theres a option to let it generate a collision shape for you:


There are several options. Trimesh is the most accurate i think, for the cost of performance obviously

I figured this out. I just had to right click the glb, enable physics, reimport and it made a collision shape for me very easily.