Seaport Thanks, but I wanted more detail, that's why I was asking about 'workflow'.
Let's take an example, I have the Synty Battle Royalle assets, they come in different formats, Unity, Unreal, OBJ and FBX. The Unity and Unreal versions have simple collision shapes.
From what I understand if I import the 323 assets/Meshes/Models from the Battle Royalle into Godot 4+ (with the installed FBX converter plugin) all the models will have to be converted to Physics objects to allow me to add collision shapes. I can't batch convert them, I have to do this one by one, is this correct?
Within the model veiwer when I've changed the model over to a Physics type model I then have access to a drop-down of various collison shape types: Decompose Convex, Simple Convex, Trimesh, Box, Sphere, Cylinder, Sphere. Typically I'd choose the least expensive, such as Box for most models.
But this is a terrible workflow for 323 models obviously - there's no batch method to do any of this within Godot that I can see - maybe I'm missing something?
I could of course use Blender and import the 323 models in, add collision shapes and save as GLTF, but for each model I would have to re-add the textures as Blender won't pick them up. That is terrible time consuming obviously too.
However if I use Unity or Unreal I can just import the 323 models in and I don't have to do anything else.
I'm sure there must be a correct method of a workflow in Godot, but I can't find any info on this - surely the devs have this figured out.
Can you provide steps for the workflow for multiple assets, or is it not possible currently with Godot?