I was working on my enemy npc collection. The problem is, when I move the collection (collection has .2 scale for all 3 dimensions), model is shifted to the left or right depending on its world position. I do not understand why this would happen?
Also, there are many inconsistencies with scaling of collections/game object and their components. Am I doing something wrong or this is about Defold?
I feel like Defold’s 3D has a longer way to be good enough for me to suggest it than I though it had (hope I am wrong about this..)
Note: managed to place 160 collision shapes on my world for level collisions. Was not fun to do but I like the result
That’s some dedication with manual placement Could you try to set collision object shape to 0,0,0 position and see if result changed? Maybe move model to shape rather than shape to model (not sure why but I saw something like this before).
My bet is on the collection scale; your collection has an XYZ scale of 0.2. Try setting it to 1 and moving it again. It’s always better to resize the model in Blender, apply the transforms, and then export it (though that might break the bones ).
Thank you for the answers @SamsTheGreatest@selimanac , I will try them and see what I can do about it. I am not good at modifying models on Blender so I will try to find a way around.
Yes, I think it is the same issue. Tried setting the scale to 1, even created npc as a game object rather than a collection but the error still persists..
Was planning finishing the prototype in 3-4 days but with errors, 3-4 days is not enough even for the base
Wild thought, maybe its an issue with material? I recall you made a new animated illumination material maybe could also try replace with default one and see if that works…
Did not think the material vertex space being set to world could affect it this much. Reverted back to my custom vertex program and problem is solved. Thank you!
Ah - that is why I couldn’t reproduce the problem. I just wondered why the capsule in your video is so large, 80, while I only needed 2 to enclose the model.
Btw - the zombie has a lot of doubles you could remove.