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Refactor ground plane to use StaticBody3D for better collision#5

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jdarc wants to merge 1 commit intoKenneyNL:mainfrom
jdarc:refactor-ground-physics
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Refactor ground plane to use StaticBody3D for better collision#5
jdarc wants to merge 1 commit intoKenneyNL:mainfrom
jdarc:refactor-ground-physics

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@jdarc jdarc commented Mar 14, 2026

Replaced the Plane node (previously a CSGBox3D) with a StaticBody3D and a CollisionShape3D (BoxShape3D).

Reasoning

  • Performance: Godot CSG nodes are intended for level prototyping and are computationally expensive at runtime.

  • Cleanup: The original node used transparency to avoid over-drawing. Switching to a StaticBody3D without a MeshInstance3D achieves a clean, invisible collision boundary without any draw calls.

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