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Issue description:
A rigid body with a box collision shape reacts very weird when coming into contact with a static body that uses a cylinder collision shape.
It works fine if that static body has a box collision shape
Steps to reproduce:
Create a static body as a cylinder
Create a rigid body with a box shape
Let the rigid body fall on top of the static body but away from its center
Experiment a little with sizes. I found that creating a rectangular box really shows the issue well.
Minimal reproduction project:
This project shows a cylinder collider and box collider side by side with the same rigid body being dropped on it. On the box it nicely falls, on the cylinder it bounces and rolls for no apparent reason
Maybe related to #27212
Very likely the same issue... It brings back the age old discussion about the margins in Bullet not being very friendly to VR work where we often work with centimeter sized objects.
Godot version:
Godot 3.2 commit 8426ed2
OS/device including version:
Windows 10
Issue description:
A rigid body with a box collision shape reacts very weird when coming into contact with a static body that uses a cylinder collision shape.
It works fine if that static body has a box collision shape
Steps to reproduce:
Create a static body as a cylinder
Create a rigid body with a box shape
Let the rigid body fall on top of the static body but away from its center
Experiment a little with sizes. I found that creating a rectangular box really shows the issue well.
Minimal reproduction project:
This project shows a cylinder collider and box collider side by side with the same rigid body being dropped on it. On the box it nicely falls, on the cylinder it bounces and rolls for no apparent reason
godot_cylinder_physics_issue.zip
This shows it in even more splendor:
https://youtu.be/zp6NubkIbCY
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