Of course it does. All outputs straight from Prefab are with active collision detection.
If you have played with tree booleans values, its indeed possible you have set it off.
but seeing the examples and reading the messages I think its simply because you do not set the collision on.
> Problems come when i try to add walls into this room.
K, lets let first start by the beginning.
You need to have a model perfectly enclosed, the cube is an example I gave you to make you understand you need a perfectly enclosed "solid" model.
You indeed can build a room by making a simple cube and add elements to it... that was an example to help you understand.
if you want to set collision detection per added elements, do like this:
myMesh.collider = true;
tree.addChild(myMesh);
To build a series of rooms, you need proceed otherway... Just made this little image to clarify a bit more.
http://www.closier.nl/playground/bsproom.jpg
What you are doing is the A case, while you should build as the B case.
The art is to keep the tree as simple as possible, so you add elements such as tables, chairs etc later on as dynamic objects.
Sometimes it can be wize to merge some element into the main tree.
Hope it helps a bit.
Fabrice
Also, what Fabrice hasn't mentioned (I think),
Fabrice
however the HitTest class does this on demand, either check a hit from a ray with simple return of intersection.
the second method, "getUVIntersectPosition", returns you an array, with position, meshname, uvs and map of the hitted face.
you can also envoke and not use the array by simply ask after you invoked the HitTest.lastHittedMeshName;
the names are to be compared with your known mesh names, obviously that will be only for the meshes added to the tree.
Fabrice