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Hi. PhysX should not disregard the hole in the mesh when it's applying the collision bounds. This is crucial for torus like shapes like chains especially and donuts or a pipe where objects must go through. It has to be easy to apply this type of collision bound much. It do how Blender (has the easiest to use physics) and Unreal Engine does it, it's just a click away and wraps itself precisely around an into the object taking the shape of a chain for example without disregarding the hole in the chain. No need to edit it.
Thank you. God bless.
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