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RigidBody gravity affected if CollisionShape attached is rotated/translated when using Bullet physics #15785

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nadnam opened this issue Jan 16, 2018 · 3 comments

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@nadnam
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nadnam commented Jan 16, 2018

Godot version:
v3.0-rc1_x11.64

OS/device including version:
Debian 9 64-bit

Issue description:
Rotating/translating CollisionShape node attached to RigidBody affects physics (gravity) on rigid body when Bullet engine is used. GodotPhysics is unaffected. Basically, rigid body either is not falling down or starts to fly/float.

Steps to reproduce:
Run project attached. Switch between Bullet and GodotPhysics engine.

Minimal reproduction project:

GodotCollisionShapeBug.zip

@Calinou
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Calinou commented Jun 7, 2020

Can anyone still reproduce this bug in Godot 3.2.1 or 3.2.2beta4?

@Calinou
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Calinou commented Jun 21, 2020

Closing due to lack of response. Please comment if you can still reproduce this bug.

PS: If no minimal reproduction project was included in the original bug report, please upload one as well to ease troubleshooting.

@m6502
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m6502 commented Mar 17, 2021

If I open the attached project and try it with Bullet Physics the cube just stays floating in the middle of the air. If I change the physics to Godot Physics it falls as expected. I'm using 3.2.4 RC5.

@akien-mga akien-mga reopened this Mar 17, 2021
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