Geometry Output
By default, mesh output is created on the Godot side as MeshInstance3D nodes. This output
type is used for creating custom mesh geometry with properties like LODs, materials, and
collision shapes.
Mesh Creation
Vertex attributes are not supported directly. Promote common vertex attributes
(N, Cd, uv, uv2) to point attributes, and split points where needed.
Point Attributes
Common vertex data is specified via point attributes:
Attribute Name |
Attribute Type |
Attribute Owner |
Description |
|---|---|---|---|
|
Vector |
Point |
Mesh normals |
|
Vector |
Point |
Vertex colors |
|
Vector |
Point |
First UV channel |
|
Vector |
Point |
Second UV channel |
|
Vector |
Point |
Tangent U. If missing, Godot can generate tangents |
|
Vector |
Point |
Tangent V. If missing, Godot can generate tangents |
Primitive Attributes
Mesh output is controlled by primitive attributes:
Attribute Name |
Attribute Type |
Attribute Owner |
Description |
|---|---|---|---|
|
Float |
Prim |
LOD switch distance value in range 0–1. Most detailed mesh should be 0 |
|
String |
Prim |
Output node path/name under HEGoNode3D/Outputs. One HDA can create multiple meshes, split by this path attribute |
|
String |
Prim |
Material resource path assigned |
|
Int |
Prim |
0 = MeshInstance3D in scene, 1 = save as resource only, 2 = save as resource and spawn MeshInstance3D |
|
String |
Prim |
Mesh resource save path when |
|
Int |
Prim |
Collision type: 0 = no collision, 1 = multiple convex shapes, 2 = single convex shape, 3 = trimesh collision |
|
Dictionary |
Prim |
Convex decomposition settings used when |
Splitting Output into Multiple Meshes
You can split one output into multiple meshes by assigning different
hego_mesh_instance paths across primitives. This is useful for organizing outputs
or applying different materials and settings per mesh.
Convex Decomposition Settings
The hego_col_decomp_settings dictionary accepts the following keys when generating
multiple convex collision shapes:
convex_hull_approximation(bool)convex_hull_downsampling(int)max_concavity(float)max_convex_hulls(int)max_num_vertices_per_convex_hull(int)min_volume_per_convex_hull(float)mode(int)normalize_mesh(bool)plane_downsampling(int)project_hull_vertices(bool)resolution(int)resolution_axes_clipping_bias(float)symmetry_planes_clipping_bias(float)
For detailed information about these settings, see the Godot MeshConvexDecompositionSettings documentation.