Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A CSG Mesh shape that uses a mesh resource.
This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces. See also CSGPolygon3D for drawing 2D extruded polygons to be used as CSG nodes.
Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a MeshInstance3D with a PrimitiveMesh. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
The Material used in drawing the CSG shape.
The Mesh resource to use as a CSG shape.
Note: When using an ArrayMesh, all vertex attributes except Mesh.ARRAY_VERTEX, Mesh.ARRAY_NORMAL and Mesh.ARRAY_TEX_UV are left unused. Only Mesh.ARRAY_VERTEX and Mesh.ARRAY_TEX_UV will be passed to the GPU.
Mesh.ARRAY_NORMAL is only used to determine which faces require the use of flat shading. By default, CSGMesh will ignore the mesh's vertex normals, recalculate them for each vertex and use a smooth shader. If a flat shader is required for a face, ensure that all vertex normals of the face are approximately equal.