# Mesh Behaviour Tab

While the **Mesh Checker** tab is for fixing your meshes, the **Mesh Behaviour** tab is for enhancing them with performance and gameplay properties. Here, you will add collisions (so your player can interact with the objects) and create Level of Detail (LODs) to ensure your project runs smoothly.

<div align="center"><figure><img src="/files/bUOseW7iS6r2BcsHPadG" alt=""><figcaption><p>Mesh Behaviour Tab</p></figcaption></figure></div>

#### **Refresh Status**

This simple but useful button updates the information displayed in the modifier, such as the **"Total Tringles"** count, based on the static mesh(es) you currently have selected in your level. It's good practice to click this after selecting a new set of objects.

***

#### **Set Complexity & Add Collision**

{% tabs %}
{% tab title="Set Complexity & Add Collision" %}
For an object to have collision, you must first define its **Collision Complexity**. This tells the engine how accurately the physical collision shape should match the visible model.

**Recommended Workflow (Important!)**

This is a **two-step process**. You must follow it in the correct order for the collision to be applied correctly.

**Step 1: Set the Collision Complexity**

1. Select the mesh(es) you want to add collision to.
2. In the **Set Complexity** section, choose your desired complexity from the dropdown menu (e.g., Project Default, Use Simple Collision As Complex).
3. You **must** click the **Set Complexity** button to confirm your choice. This sets the property on the mesh but does not generate the collision shape yet.

**Step 2: Apply the Collision Shape**

1. After setting the complexity, move to the **Add Collision** section.
2. Choose a **Collision Type** from the dropdown. For most architectural objects, **Box** is a fast and efficient option. For more complex shapes, you can use the other options.
3. Click the **Apply Collision** button. This will generate the actual collision shape based on the complexity you set in the previous step.

* You can also use the **Remove Collision** button to delete any existing collision from the selected meshes.
  {% endtab %}

{% tab title="LOD Setup" %}
**Level of Detail (LODs)** is a critical optimization technique that reduces the complexity of a mesh as it gets further away from the camera, improving performance significantly.

The **LOD Setup** section gives you two ways to create LODs:

* **1. The Easy Way (Using Lod Groups):**
  * We have created several pre-configured preset groups for different types of objects.
  * Simply select a group from the **Lod Group** dropdown (e.g., SmallProp, LargeBuilding) and click the **Save Group** button to apply the preset LOD settings. This is the fastest way to generate LODs.
* **2. The Manual Way (Using Percentages):**
  * For more precise control, you can manually define how much you want to reduce the triangle count.
  * Enter a value in the **Reduce Triangles (Percent)** field (e.g., 50.0 to reduce the triangle count by half).
  * Click the **Set Percent** button to generate the new LOD based on this percentage
    {% endtab %}
    {% endtabs %}

***

#### **Upcoming Features**

Just like the Mesh Checker tab, we are constantly working to enhance the Mesh Behavior tab. Future updates may include advanced procedural collision generation, more LOD preset options, and tools for managing Hierarchical LODs (HLODs). Stay tuned


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