Hello everyone,
I'm working on Rigid Bodies created from GImpact Mesh Shapes.
It seems that they are far too big to all appear in the screen, so I tried to re-scale it like that :
gImpactMeshShape.LocalScaling = new Vector3(0.4f);
It doesn't have any effect on the Rigid Bodies : my screen displays the Triangle Shapes re-scaled next to the same Rigid Bodies (see the image below).
Does anyone have an idea to help me ?
Thanks a lot.
LocalScaling not applied on RigidBody
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LocalScaling not applied on RigidBody
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Re: LocalScaling not applied on RigidBody
You scaled the rigid body but your graphical representation still isn't accurate.