(For TL:DR just read the docs)
So you might know Godot has the ability to import blender files directly. (If not, well now you know!) This is nice, but I was trying to make some large levels and I found the workflow less than ideal. The import dialogue is a bit clunky, so it’s hard to specify what objects have collision if there’s a lot of objects.
Import hints help a lot. Basically, in blender, for each object you want to have collision, you can append -col or -convcol to the end of the object name and Godot will add it automatically!
You can use -colonly or -convcolonly to make the geometry only import as collision. This isn’t even limited to geometry - you can add it to empty objects and it will create primitive collision shapes.
-noimp can also be used to simply skip importing an object. I actually found a really cool workflow tip with this: Lets say you have a large level file, and maybe you want to split it up into multiple .blend files for organization or convenience. (For me, it was due to lightmaps. I wanted to separate far detail so I could lower the lightmap resolution.) In Blender, for each file, you can go to File->Link, select the other blend file, and add its main collection containing everything else. Then, add -noimp to that linked collection. Now, you can view the entire level in blender but Godot will keep them all separate on import!
There’s a few other hints and I recommend you check out the documentation for all the details.
Hopefully some of you found this useful!
This is very interesting. Are there similar options for Unity?
Not that I’m aware of, unfortunately.