[gd_scene load_steps=4 format=2] [ext_resource path="res://assets/kits/kit_test/kit_test_1way.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, 1, 3, 1, 1, 0, 1, 1, 3, -1, 1, 3, -1, 1, 0, 1, 1, 0, -1 ) [node name="kit_test_1way" 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