Mesh Renderer was missing from the Add Component menu and its model
reference was read-only, so a mesh could only be attached by loading
a saved scene. Add it to the menu (Unity Add Component semantics) and
give the block a UE-Details-style asset slot: a dropdown listing all
model files under assets/, selecting applies LoadModel (cache deduped).
Asset browser files now show a UE Content Browser style hover card:
kind, size, modified time, and loaded state (new AssetCache::Contains
query, read-only -- hovering never triggers loading).
Fix latent FATALs unlocked by manual assignment: AssetCache::Get
aborts on invalid handles, so rendering, animation sampling, and mesh
collider build now guard mr.model.Valid() before calling it.
CharacterVirtual is not a registered body, so PhysicsSystem::DrawBodies
never renders it (Jolt provides no CharacterVirtual::DebugDraw either).
Add CharacterController::DebugDraw (shape wireframe at foot-origin +
shapeOffset, green) and drive it from CollectDebugData under the
colliders bit.
UE calls it Trigger (Overlap Events / Trigger preset) and Unity's UI
says "Is Trigger"; "sensor" is the physics-backend term (Jolt sensor,
Box2D sensor). Rename the component/record flag and the Inspector
label. Scene files now persist "IsTrigger" with backward-compatible
read of the old "IsSensor" key.
SyncScene only reconciled static/kinematic transforms into Jolt bodies;
dragging a dynamic entity (esp. while paused, where Writeback never runs)
moved the visual but left the body -- and the collider debug wireframe --
at the old pose. Dynamic bodies now get the same drag reconciliation
(teleport + zero velocity + activate), and Writeback syncs
lastPos/lastRot to the body pose so physics motion is never misread as
editor dragging (which would teleport the body back).
- JointComponent: type, target UUID, per-body local anchors, hinge axis
+ angle limits (data only, zero Jolt deps)
- PhysicsWorld::SyncConstraints: create/remove/rebuild on snapshot
change; body rebuild contagion via invalidated-bits list; target
resolved lazily by UUID each sync (no two-pass load needed)
- Jolt FixedConstraint/HingeConstraint/PointConstraint in
LocalToBodyCOM space (anchors minus shape COM); fixed frames lock
creation-time relative pose; hinge axis aligned across bodies
- Inspector: Joint section with target entity name dropdown
- Serialization: Joint map with UUID target, as<T> fallbacks