Only BG's can be removed (well you got that Switch node, you should have a look at that). In my app. I need to remove Shape3D's. What I done is to subclass Shape3D class with one that keep reference to internal BG (I call anchor) and external BG (I call connection point). My Shape3D is attached to the anchor and then I can attach/detach the Shape3D by attaching/detaching anchor from connection point (which is attached of the rest of the scene). The method for attaching/detaching then can be implemented on the Shape3D sub class. Works fine so fare, don't know how bad this extra BG overhead is if you need many removable shapes...

Anders Breivik wrote:

Hi everyone...

I'm trying to remove a shape3d object uppon collision with the view
platform. The collision detection works, but how do I remove a shape3d
object in a LIVE scene graph uppon collision?? I can't just create a
behaviour which removes the shape3d at collision (can I ?).
Only BranchGroups can be removed...

Does anyone have any ideas?

Any feedback is greatly appreciated.

Regards
Anders.

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