#no-collision
5 items (5 fixes)
RenderMeshFile alone compiles clean with zero physics: ModelCollider needs PhysicsMeshFile/PhysicsHullFile in the vmdl.
CapsuleCollider and ModelCollider ignore WorldScale; BoxCollider follows it. Bake scale into import_scale instead.
Rigidbody API verified across multiple projects: Gravity, MassOverride, Velocity, ApplyForce, and the recipe for a dynamic pushable prop. AutoSleep lives on PhysicsBody (set-only as of 26.08.05), which is now populated on the same tick the component is created.
A trace-based kinematic character controller has no collider component, so trigger volumes and ITriggerListener never fire against it. Use distance polling instead.
A zero-radius Scene.Trace.Ray passes straight through coarse voxel ModelColliders and returns Hit=false. Sweep a thin sphere (.Radius(...)) and it hits.