Context
Cross-engine research (Unity/Unreal/Godot official docs) confirms all three engines have a real, first-class trigger-vs-solid collision distinction:
- Unity: a literal
isTrigger bool on any collider.
- Unreal: no single bool, but a composite of Object Type + Overlap response + Generate Overlap Events + Collision Enabled = Query Only, bundled as a "Trigger" preset.
- Godot: no flag at all — trigger vs. solid is a choice of node type (
Area3D vs. StaticBody3D/etc.), confirmed by how Godot's own glTF OMI-physics importer picks one or the other based on the source collider's isTrigger flag.
Simple Collider currently has no concept of this at all — colliders are typed by shape (box/sphere/capsule/...) and optionally tagged as a rigid body via naming (set_rigid_body), but never as "trigger vs. solid."
Proposal
Add a naming-only "Trigger" tag/token, following the exact same pattern as the existing set_rigid_body operator (which appends a configured suffix to the object name without creating real Blender physics data). This gives users a consistent way to mark a collider as a trigger/overlap volume vs. a solid blocker, which a downstream importer, custom pipeline, or the sibling Simple Export addon could act on — no export operator required to make this useful.
Acceptance criteria
- A configurable naming token/suffix for "Trigger" exists in Preferences, alongside the existing rigid-body naming settings.
- An operator (or property toggle) to apply/remove the trigger tag on selected collider objects, mirroring
set_rigid_body's UX.
- Naming presets (UE/Unity/Godot/Northlight) can each define their own trigger token, consistent with how they already define shape and rigid-body tokens.
Context
Cross-engine research (Unity/Unreal/Godot official docs) confirms all three engines have a real, first-class trigger-vs-solid collision distinction:
isTriggerbool on any collider.Area3Dvs.StaticBody3D/etc.), confirmed by how Godot's own glTF OMI-physics importer picks one or the other based on the source collider'sisTriggerflag.Simple Collider currently has no concept of this at all — colliders are typed by shape (box/sphere/capsule/...) and optionally tagged as a rigid body via naming (
set_rigid_body), but never as "trigger vs. solid."Proposal
Add a naming-only "Trigger" tag/token, following the exact same pattern as the existing
set_rigid_bodyoperator (which appends a configured suffix to the object name without creating real Blender physics data). This gives users a consistent way to mark a collider as a trigger/overlap volume vs. a solid blocker, which a downstream importer, custom pipeline, or the sibling Simple Export addon could act on — no export operator required to make this useful.Acceptance criteria
set_rigid_body's UX.