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Godot 4.2 WorldBoundaryShape glitches #34

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dustdfg opened this issue Feb 12, 2024 · 0 comments · Fixed by #38
Closed

Godot 4.2 WorldBoundaryShape glitches #34

dustdfg opened this issue Feb 12, 2024 · 0 comments · Fixed by #38
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@dustdfg
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dustdfg commented Feb 12, 2024

Describe the bug

There are two bugs:

  1. It ignores the distance parameter
  2. It has inverted normal parameter
  3. Everything behind it is stopped (which isn't so with default godot physics)
  4. When object touches the world boundary it also becomes "freezed"

To Reproduce

  1. Clone https://github.com/dustdfg/godot_rapier_example
  2. Run with default physics
    2.1. Run with adjusting normal to y = +1
    2.2. Run with adjusting distance parameter
  3. Run with rapier physics
    3.1. Run with adjusting normal to y = +1
    3.2. Run with adjusting distance parameter

Expected behavior
As with default physics

Environment (please complete the following information):

  • OS: Debian12
  • Version:0.5.1
  • Godot Version: v4.2.1
  • Type [e.g. simd single is the default one from asset store] From asset store
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