void CreateCollider() { _colliderComponent = new StaticColliderComponent(); var shape = new StaticMeshColliderShape(colVerts, tris, Vector3.One); _colliderComponent.ColliderShape = shape; _colliderComponent.CanSleep = true; Entity.Add(_colliderComponent); }
/// <summary> /// Creates the physics collider /// </summary> private void CreateCollider() { _colliderComponent = new StaticColliderComponent(); var shape = new StaticMeshColliderShape(_colVertices, indices, Vector3.One); _colliderComponent.ColliderShape = shape; // Not sure if this is strictly necessary but can save cpu time according to the docs _colliderComponent.CanSleep = true; Entity.Add(_colliderComponent); }