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A certain collider is intermittently NOT being picked up by physics (detection, collision works always). It will be picked up for a couple of frames/seconds, then not picked up while still in the shapecast/being pointed at by a raycast. Car speeds are very low when this happens - I axed HUD entirely for this minimal repro but they rarely exceed 60 kph in the city except on the longest straight, and meshes involved are in the corners where speeds are usually 15-20 kph at most (i.e. 4-5 m/s). Due to low speeds involved, I do NOT think it's a tunnelling issue.
Haven't tried Area3D but since raycasts and shapecasts both have the problem (actually I was hoping shapecast would finally detect the fr**** lamps) I think it's a physics issue. Physics engine is DEFAULT, whatever it means currently.
Steps to reproduce
Load the minimal repro, run main.tscn, drive around a bit with visible collision shapes ON. You'll see that in some cases, both the shapecast and raycasts will fail to detect the streetlamp even though it's well within the shape
.
Layers are set so that the ground collision is ignored, also ignore the fact the car is fugly ;P
Calinou
changed the title
Inconsistent physics detection for a certain collider
[GodotPhysics] Inconsistent physics detection for a certain collider
Aug 12, 2022
Nb. I just changed the collider to two cylinders (in my main project) and so far so good, haven't been able to trigger this and I'm seeing AI got markedly better at detecting the lamps, so it's either convex shape or its complexity (please please have Godot tell us somewhere how complex the fripping shape is!)
(please please have Godot tell us somewhere how complex the fripping shape is!)
Look at the number of points when editing a ConvexCollisionShape in the inspector. If it's above a few hundred, there's usually a problem (especially for a small object).
Godot version
4.0 alpha 14
System information
Linux Manjaro, Vulkan, Intel Kaby Lake
Issue description
A certain collider is intermittently NOT being picked up by physics (detection, collision works always). It will be picked up for a couple of frames/seconds, then not picked up while still in the shapecast/being pointed at by a raycast. Car speeds are very low when this happens - I axed HUD entirely for this minimal repro but they rarely exceed 60 kph in the city except on the longest straight, and meshes involved are in the corners where speeds are usually 15-20 kph at most (i.e. 4-5 m/s). Due to low speeds involved, I do NOT think it's a tunnelling issue.
Haven't tried Area3D but since raycasts and shapecasts both have the problem (actually I was hoping shapecast would finally detect the fr**** lamps) I think it's a physics issue. Physics engine is DEFAULT, whatever it means currently.
Steps to reproduce
Load the minimal repro, run main.tscn, drive around a bit with visible collision shapes ON. You'll see that in some cases, both the shapecast and raycasts will fail to detect the streetlamp even though it's well within the shape
.
Layers are set so that the ground collision is ignored, also ignore the fact the car is fugly ;P
Arrows to drive, T to switch to top-down camera
Minimal reproduction project
PhysicsTest.zip
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