diff --git a/editor/import/3d/scene_import_settings.cpp b/editor/import/3d/scene_import_settings.cpp index 736f941aa42..23ed1f71591 100644 --- a/editor/import/3d/scene_import_settings.cpp +++ b/editor/import/3d/scene_import_settings.cpp @@ -430,24 +430,27 @@ void SceneImportSettingsDialog::_update_view_gizmos() { return; } for (const KeyValue &e : node_map) { + // Skip import nodes that aren't MeshInstance3D. + const MeshInstance3D *mesh_node = Object::cast_to(e.value.node); + if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) { + continue; + } + + // Determine if the mesh collider should be visible. bool show_collider_view = false; if (e.value.settings.has(SNAME("generate/physics"))) { show_collider_view = e.value.settings[SNAME("generate/physics")]; } - MeshInstance3D *mesh_node = Object::cast_to(e.value.node); - if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) { - // Nothing to do. - continue; - } - + // Get the collider_view MeshInstance3D. TypedArray descendants = mesh_node->find_children("collider_view", "MeshInstance3D"); - CRASH_COND_MSG(descendants.is_empty(), "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`."); + MeshInstance3D *collider_view = Object::cast_to(descendants[0].operator Object *()); - MeshInstance3D *collider_view = static_cast(descendants[0].operator Object *()); - collider_view->set_visible(show_collider_view); - if (generate_collider) { + // Regenerate the physics collider for this MeshInstance3D if either: + // - A regeneration is requested for the selected import node. + // - The collider is being made visible. + if ((generate_collider && e.key == selected_id) || (show_collider_view && !collider_view->is_visible())) { // This collider_view doesn't have a mesh so we need to generate a new one. Ref mesh; mesh.instantiate(); @@ -511,6 +514,9 @@ void SceneImportSettingsDialog::_update_view_gizmos() { collider_view->set_mesh(collider_view_mesh); collider_view->set_transform(transform); } + + // Set the collider visibility. + collider_view->set_visible(show_collider_view); } generate_collider = false;