Bepu colliders dont allow you to select meshes without colliders in the scene.
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 7.8k
- Forks
- 1.2k
- Avg merge
- 2d 17h
- Merged PRs (30d)
- 49
Description
Release Type: Official Release
Version: 4.2.0.2282
Platform(s): Windows
Describe the bug
When you have 2 overlapping meshes in a scene and one of those meshes has a bepu collider it will always select the mesh with a collider even when the mesh is in front of the other bepu collider mesh.
To Reproduce
Steps to reproduce the behavior:
- make a default scene with the plane and sphere meshes
- add a box bepu colider to the plane
- try selecting the sphere
- it will not work unless there are no overlapping colliders
Expected behavior
The scene should always make the mesh priority when selecting entities.
Screenshots
Additional context
This is minor for me since selecting the scene hierarchy is fine for me.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue in the default scene with a plane, sphere, and box Bepu collider on the plane. No source files or tests are named; trace scene-viewport entity selection and collider picking, then verify that the visually front mesh is selected even when another overlapping mesh has a collider.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100