Plane Gridmap Collisions

Godot Version

V4.6

Blender Version

V4.3

Question

Recently I've been trying to formulate a proper workflow for environments and such. My game was going to be a mix between dungeons more akin to Wizardry/Grimrock and more outdoor areas, and I planned on using GridMaps for the dungeon elements.

Since I figured planes would be the way to go, I tried that, with -col for automatic collision for now, but in-practice when put into a meshlibrary and using GridMap, I find the collisions get a bit odd. Specifically my player character kind of gets stuck on the walls.

Reading around, it seems collisions that have an axis with near no size can cause some issues with Gridmaps. I'm not against the idea of making width to the mesh or collision, but I was just thinking of performance and the oddities of it.

Anyone have best practice? Or even to the possible performance hit to just using cubes instead of planes?

I may just do everything in Blender, but I’m shopping around.

Also, since I’m asking about Gridmaps… origin points. Is there a best point of origin for meshes to all be on? Center of the whole mesh, mesh at the bottom, corner? Trying to figure out best way to go.

Download the free version of KayKit - Dungeon Pack Remastered by Kay Lousberg and play around with those models. They have no performance issues. Then go from there. You need 10,000+ objects on the screen before you’re going to hit performance issues.

Depends on the mesh. In the above dungeon examples I use two. One for floors, one for walls.

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I find the most natural behavior for placement and rotation is obtained with the origin centered on the x,z and y at the bottom or floor of the mesh.

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