I’m reading the characterdemo sample.
At this point in code, the scale is random, does it mean that anything that is applied on a Node, also affects its physics?
I’m planning to build manual geometry, but SetTriangleMesh takes a model. Should I use bullet internals, or is urho3d able to build a collisionshape from a customgeometry? Can it take indexed geometry as an input?
I’ve already used btTriangleIndexVertexArray with success with plain opengl, but I’m not sure urho3d does it too.