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RigidBody2D won't detect collision sometimes when colliding with 2 StaticBody2D #20576

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Tracked by #45334
jahd2602 opened this issue Jul 29, 2018 · 5 comments
Open
Tracked by #45334

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@jahd2602
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Godot version:
master @ cfcb6e1
(just before typed gdscript merge)

OS/device including version:
Windows 10 Home Version 1803 Build 17134.147
Processor i9-8950HK
Nvidia GTX 1050 Ti

Issue description:
When a RigidBody2D is falling and collides with 2 StaticBody2D, sometimes it does not detect the collision and just passes through. It may have to do with the collision points not pointing upward.

In this test, I try different CCD settings, and nothing seems to fix the issue.

Steps to reproduce:

  1. Let a RigidBody2D fall and collide with 2 StaticBody2D one next to each other
  2. The body will pass through sometimes (it should not)

Minimal reproduction project:

2D-Platformer-Demo.zip

@Zireael07
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CCD I believe is (still) broken?

@eon-s
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eon-s commented Jul 30, 2018

Looks like velocity is over 12k pixels/s when pass through, CCD is totally broken if is expected to be working at these speeds.

@KoBeWi
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KoBeWi commented Jun 19, 2020

Can anyone still reproduce this bug in Godot 3.2.1 or any later release (e.g. 3.2.2-rc2)?

If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.
(the provided project is not minimal)

@eon-s
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eon-s commented Jun 19, 2020

This is still reproducible on 3.2.2RC2 and with the OP example.

brokenCCD
it has low FPS but there can be appreciated how the 2 bodies on the right decided to penetrate the solids then just go through the tilemap colliders too.

@eon-s
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eon-s commented Jun 19, 2020

Something to add, it seems that "cast shape" CCD has the worse behavior, "cast ray" is better but still fails on one of the bodies against the tilemap.

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