Hi Julio,
I am working with compound collisions trying to get compounds to work with my scene hierarchy.
In the following video, multiple "Nodes" each with rigid body and collision shape components are parented to each other in a single branched "tree". I have made each shape a cone to indicate that is "points" to it's child.
When the nodes are attached to each other the engine finds the most root node and dynamically rebuilds a new body with a compound collision recursively using all it's children's collision shapes.
When this "body rebuild" function is run the blue and red orb is shown on the body that is being rebuilt.
I am running into a bug that I cant explain and after a numerous re-writes still is an issue for me. When ever I separate one of the children and set is as a new "root" node. It is rebuilding with its children fine. and the previous tree is was attached to is rebuilding fine. but an old tree that is not even connected during the action loses all collision with the ground and passes through:
https://youtu.be/GmErecb-Q7gAt this point where I right click - I have debugged and I am not messing with the old tree in any way.
As far as I can tell every root node in the scene is its own rigid body and every compound that they build is a new instance that is bound to that rigid body.
Any Ideas on something fundamental I could be doing wrong?
Here is a debug build of the demo:
https://drive.google.com/open?id=16acZXCRfa6D9A10oBM4sfo35C0qx-pniThanks in advance!