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For performance, primitive collision shapes aren't built out of several convex collision shapes. Instead, they use dedicated optimized codepaths. I suggest implementing this with an add-on, so you can create circle collision shapes of arbitrary thickness. |
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I'm curious as to why the BuildMode option is only available for CollisionPolygons rather than all collision objects. I'd like to have a circle acting as a form of hamster-wheel but it seems I'd need to create a 64-sided "circle" by code in order to achieve that.
Is it something a casual programmer could contribute a PR to the engine or is it a terribly complex physics problem that no one wants to touch?
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