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Describe the bug When using a PinJoin2D to connect two Rigid Bodies, Box2D will "self stabilize" in a way that's inconsistent with Godot Physics.
To Reproduce Steps to reproduce the behavior:
Box2D:
Godot:
Expected behavior While somewhat novel, I expect the Box2D PinJoin2D to function more similarly to Godot Physics.
Project uni.zip
Versions (please complete the following information):
The text was updated successfully, but these errors were encountered:
Note: I've tried Rapier, and it actually works!
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Interesting. I wonder if the angle limits are enabled even if the flag is off. I'll investigate and see.
@Ughuuu setting the flat to True and then fiddling with the lower and upper angles doesn't appear to have any (or at least the desired) effect.
if I turn it on, and leave the angles at '0', it yeets itself into non-existance as soon as the wheel hits the ground.
Turning the 'moter' on is fine, until the seat hits the ground, then it yeets itself as well.
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Describe the bug
When using a PinJoin2D to connect two Rigid Bodies, Box2D will "self stabilize" in a way that's inconsistent with Godot Physics.
To Reproduce
Steps to reproduce the behavior:
Box2D:
Godot:
Expected behavior
While somewhat novel, I expect the Box2D PinJoin2D to function more similarly to Godot Physics.
Project
uni.zip
Versions (please complete the following information):
The text was updated successfully, but these errors were encountered: