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Describe the bug
state.GetContactColliderObject in _IntegrateForces returns null when it should return a valid node.
To Reproduce
Steps to reproduce the behavior:
Create a c# rigidbody script with the following and run collisions with it (make sure contact monitor is enabled).
public override void _IntegrateForces(PhysicsDirectBodyState2D state)
{
if (state.GetContactCount() > 0)
{
GD.Print("object: ",state.GetContactColliderObject(0));
}
base._IntegrateForces(state);
}
If using the example project: Download rapier2D and switch physics engines, hit play. You will notice that the output changes depending on engine used.
Expected behavior
The output should read "object: Rigidbody#" when a contact is detected.
Environment (please complete the following information):
Describe the bug
state.GetContactColliderObject in _IntegrateForces returns null when it should return a valid node.
To Reproduce
Steps to reproduce the behavior:
Create a c# rigidbody script with the following and run collisions with it (make sure contact monitor is enabled).
If using the example project: Download rapier2D and switch physics engines, hit play. You will notice that the output changes depending on engine used.
Expected behavior
The output should read "object: Rigidbody#" when a contact is detected.
Environment (please complete the following information):
Example project(zip)
rapierexceptionsissue.zip
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