Allow manipulation of `ColliderConstructor` at runtime
janhohenheim opened this issue · 0 comments
janhohenheim commented
Don't remove ColliderConstructor
after creating a Collider
and allow changes to ColliderConstructor
to affect Collider
.
This allows two things:
- Fiddling with it through an editor to get the right collider (suggested by @Occuros)
- E.g.
bevy_editor_pls
. Also needed for Blenvy, since that one will slap on a newColliderConstructor
, which in turn would be ignored since there is already aCollider
.
- E.g.
- Rebuilding a dynamically constructed collider through hot-reloading (suggested by @jirisvd)
- E.g. recalculate a
TrimeshFromMesh
when a GLTF has changed.
- E.g. recalculate a
Don't know if ColliderConstructor
would still be the best name then.
Also, to keep the scope low, I'd simply ignore any changes made to the Collider
at runtime and not reflect them in the ColliderConstructor
. Which is an argument for keeping the current name.
For consistency, we should probably also allow adding a ColliderConstructor
to a Collider
that previously had none at runtime to overwrite it.