From 9497fb312824d5d89a91ae693cb7ea8f8402e734 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 1 Sep 2025 23:44:21 +0200 Subject: [PATCH] Update Troubleshooting physics issues for Godot 4.5 - Mention Jolt Physics in cases where it improves stability and performance. - Mention TileMapLayer physics chunking. --- .../troubleshooting_physics_issues.rst | 27 ++++++++++++++++--- 1 file changed, 23 insertions(+), 4 deletions(-) diff --git a/tutorials/physics/troubleshooting_physics_issues.rst b/tutorials/physics/troubleshooting_physics_issues.rst index 6ebaea74bb3..40eb45e5ddf 100644 --- a/tutorials/physics/troubleshooting_physics_issues.rst +++ b/tutorials/physics/troubleshooting_physics_issues.rst @@ -51,6 +51,9 @@ that increases CPU utilization and may not be viable for mobile/web platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most displays. +In 3D, switching the physics engine from the default GodotPhysics to Jolt +can also improve stability. See :ref:`doc_using_jolt_physics` for more information. + Scaled physics bodies or collision shapes do not collide correctly ------------------------------------------------------------------ @@ -96,16 +99,21 @@ displays. Cylinder collision shapes are unstable -------------------------------------- +Switching the physics engine from the default GodotPhysics to Jolt +should make cylinder collision shapes more reliable. +See :ref:`doc_using_jolt_physics` for more information. + During the transition from Bullet to GodotPhysics in Godot 4, cylinder collision shapes had to be reimplemented from scratch. However, cylinder collision shapes are one of the most difficult shapes to support, which is why many other physics engines don't provide any support for them. There are several known bugs with cylinder collision shapes currently. -We recommend using box or capsule collision shapes for characters for now. Boxes -generally provide the best reliability, but have the downside of making the -character take more space diagonally. Capsule collision shapes do not have this -downside, but their shape can make precision platforming more difficult. +If you are sticking to GodotPhysics, we recommend using box or capsule collision +shapes for characters for now. Boxes generally provide the best reliability, +but have the downside of making the character take more space diagonally. +Capsule collision shapes do not have this downside, but their shape can make +precision platforming more difficult. VehicleBody simulation is unstable, especially at high speeds ------------------------------------------------------------- @@ -144,6 +152,14 @@ Using a composite collider can also improve physics simulation performance in certain cases. However, since the composite collision shape is much more complex, this may not be a net performance win in all cases. +.. tip:: + + In Godot 4.5 and later, creating a composite collider is automatically done + when using a TileMapLayer node. The chunk size (``16`` tiles on each axis + by default) can be set using the **Physics Quadrant Size** property in the + TileMapLayer inspector. Larger values provide more reliable collision, + at the cost of slower updates when the TileMap is changed. + Framerate drops when an object touches another object ----------------------------------------------------- @@ -162,6 +178,9 @@ geometry as a collider. Not only this will improve physics simulation performance significantly, but this can also improve stability by letting you remove small fixtures and crevices from being considered by collision. +In 3D, switching the physics engine from the default GodotPhysics to Jolt +can also improve performance. See :ref:`doc_using_jolt_physics` for more information. + Framerate suddenly drops to a very low value beyond a certain amount of physics simulation ------------------------------------------------------------------------------------------