Objectify

Why can a player walk through an imported 3D model?

An imported visual mesh does not necessarily include a physics body or collision shape. Add a collision representation appropriate to how the object moves, then test it in a running scene. In Godot, Advanced Import Settings can generate physics nodes; triangle-mesh collision is limited to static bodies there. Objectify static exports on Pro do not imply game-specific collision setup.

A visible mesh is not a physics body

First confirm that the intended object has a physics body and an enabled collision shape, not only a visible MeshInstance3D. Separate stationary level geometry from movable props. A wall and a carried object may use the same visual model but require different physics representations. This guide follows Godot's documented import options rather than claiming that every engine generates the same nodes. Inspect the running scene configuration before regenerating geometry that already displays correctly.

Choose static or moving collision in Godot

Select the imported scene in Godot and open Advanced Import Settings. Choose the relevant node and enable Generate Physics when you want import-time physics generation. Decide between a static body, dynamic rigid body, or area according to the required interaction. Godot permits Trimesh shape generation only for static bodies. For dynamic objects, start with suitable primitive shapes where possible or consider convex decomposition for complex forms. Reimport, instance the scene, and inspect the resulting hierarchy and collision configuration.

Collision fidelity and runtime cost are separate

A collision surface does not have to match every visible indentation. A simplified shape may be more appropriate for gameplay, but can close openings players need to use. More precise convex decomposition can raise CPU cost, according to Godot's documentation. An area detects interactions rather than functioning as an ordinary blocking rigid body. Collision layers, masks, and character behavior can still prevent expected contacts even when a shape exists; successful visual import is not a physics acceptance test.

Test gameplay contacts after reimport

Run the actual scene and test walking, sliding, dropping, or pushing as appropriate. Inspect doors, concave openings, thin features, and the underside of elevated geometry. Confirm that the chosen body type matches whether the prop must move. Reimport the source and repeat the important contacts to verify the setup survives the asset update. Keep the body and shape choices, engine version, and failing interaction with the handoff record; do not declare the entire game collision-ready from a single successful contact.

Evidence and review

Documentation-based guide · Documentation review ·

Documentation-based guidance, not a tested Objectify output or benchmark. Importer support and settings depend on your tool version; validate your actual exported file before production use.