LocalScaling not applied on RigidBody

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Posts: 5
Joined: Thu Apr 20, 2017 3:51 pm

LocalScaling not applied on RigidBody

Post by gaelle » Wed May 10, 2017 3:28 pm

Hello everyone,

I'm working on Rigid Bodies created from GImpact Mesh Shapes.
It seems that they are far too big to all appear in the screen, so I tried to re-scale it like that :

gImpactMeshShape.LocalScaling = new Vector3(0.4f);

It doesn't have any effect on the Rigid Bodies : my screen displays the Triangle Shapes re-scaled next to the same Rigid Bodies (see the image below).

Does anyone have an idea to help me ?

Thanks a lot.
The green triangle shapes are re-scaled but not the rig bodies, they stay big.
localscaling.PNG (31.09 KiB) Viewed 902 times

Posts: 41
Joined: Fri Apr 29, 2016 2:41 pm

Re: LocalScaling not applied on RigidBody

Post by erbisme4@yahoo.com » Thu May 11, 2017 1:50 pm

You scaled the rigid body but your graphical representation still isn't accurate.

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