Mesh Multiple Convex Decomposition Accuracy

Godot Version

4.4 Beta 1

Question

I’m trying to use the create_multiple_convex_collisions function of a MeshInstance3D and the convex mesh solution is very poor. I’ve played with every setting and only a couple of them seem to do anything. I’m using 4.4 Beta 1 but I’ve tried all the 4.X versions and none of them seem to work as expected.

A simple example is using a torus mesh and attempting to use the create_multiple_convex_collisions function. It only creates a maximum of 4 convex meshes and does not fit the original torus mesh very well.

Is this intended behavior? Based on the other examples of convex decomposition I’ve seen it should create a much more accurate convex mesh.


1 Like

Bumping this because I’ve been researching the issue again and am considering writing an GDExtension that uses Unity’s VHACD, but I don’t know how to do that as of yet. Or maybe just compiling my own godot that has more control over the parameters?

I’ve dived deeper into the built-in implementation and understanding the parameters and even “maxing” out the parameters only provides a 5-hull decomposition of the torus.

Has anyone had success with the built-in multiple convex hull decomposition? Or does someone with more experience have some suggestions for improving my concave mesh decomposition?