Absolutely, Mesh colliders would be a game-changer features, as it would let us import any kind/shape of 3D model and get the collider added to the model to interact walk and jump on the model.
I am trying to block/prototype a 3D game, i have in my mind. I have assets as well as i am n 3D artist… so i made few and imported into Gdevelop, and used the 3D physics engine… but couldn’t find the Mesh colliders or similar that lets us add the custom collision shape to the models.
i was trying to add the collision the the ruins like platform and the pillars, statue kind a thing…
Mesh colliders are a huge waste of computing resources if used directly on an object’s mesh. Usually, they’re applied to a much lighter proxy collision mesh to allow faster collision calculations.
Look at this well-known CS:GO game. The collisions are made of multiple shapes attached to the player’s skin. And in an update, they even used capsules to better fit the character’s silhouette.
In any case, people often think of it as a miracle solution to all collision problems, but in reality, it creates very poor performance in games if applied directly to the base model’s mesh. Because the more triangles are tested on a mesh, the longer the calculation time will be.
It’s much faster to directly check if two simple and well-known shapes (like squares, circles, capsules, etc.) are colliding, because the math formulas for these cases already exist and are very efficient to apply.
On the other hand, if you try to detect a collision by raycasting and testing against every triangle of a mesh, you end up doing a huge number of calculations: you would need to compare all the triangles of one object with all the triangles of the other. That means potentially thousands of iterations just for a single collision check.
With basic shapes, you only need a single mathematical formula, which makes it way more efficient—especially when you have lots of objects in a game.
I’m not saying this will or won’t be added to GDevelop in the future—I have no idea.