[gd_scene load_steps=4 format=2]
[ext_resource path="res://assets/kits/kit_test/kit_test_2way.obj" type="ArrayMesh" id=1]
[ext_resource path="res://assets/kits/kit_test/kit_test_spatialmaterial.tres" type="Material" id=2]
[sub_resource type="ConcavePolygonShape" id=1]
data = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, -1, 1, 3, -1, -1, 3, -1, 1, 3, 1, 1, 3, 1, -1, 3, -1, -1, 3, 1, 1, 3, -1, 1, 0, -1, -1, 3, -1, -1, 3, -1, 1, 0, -1, -1, 0, -1, -1, 3, 1, -1, 0, 1, 1, 3, 1, 1, 3, 1, -1, 0, 1, 1, 0, 1 )
[node name="kit_test_2way" type="Spatial"]
[node name="mesh_instance" type="MeshInstance" parent="." index="0"]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = ExtResource( 1 )
skeleton = NodePath("..")
material/0 = ExtResource( 2 )
_sections_unfolded = [ "material" ]
[node name="static_body" type="StaticBody" parent="mesh_instance" index="0"]
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
[node name="collision_shape" type="CollisionShape" parent="mesh_instance/static_body" index="0"]
shape = SubResource( 1 )
disabled = false