-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Low speed RigidBody overlaps StaticBody then bounces back when collision happens even with CCD enabled and 0 bounce #43605
Labels
Comments
awkr
changed the title
#3D RigidBody overlaps StaticBody then bounces back with low speed when collision happens even with CCD enabled and 0 bounce
#3D Low speed RigidBody overlaps StaticBody then bounces back when collision happens even with CCD enabled and 0 bounce
Nov 17, 2020
@capnm Thanks for your nice try. I've tried your kind artifact, didn't change anything, sorry that I still have the overlap problem. Here is my snapshot(GIF): |
Seems still reproducible in 3.5 RC 1, and it's indeed specific to the GodotPhysics backend, it doesn't happen with Bullet. |
akien-mga
changed the title
#3D Low speed RigidBody overlaps StaticBody then bounces back when collision happens even with CCD enabled and 0 bounce
Low speed RigidBody overlaps StaticBody then bounces back when collision happens even with CCD enabled and 0 bounce
May 19, 2022
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Godot version:
v3.2.3.stable.official
OS/device including version:
Device: Macbook Pro 2016
OS: macOS Big Sur 11.0.1
Issue description:
Yes, I've searched a lot but none of them works.
1️⃣ Given a scenario: In 3D world, there's a
StaticBody
as ground, aRigidBody
with CapsuleCollisionShape
as player.2️⃣ Action: Player falls freely to the ground from a low height.
3️⃣ Result: As the title says, player can detect collision and stopped as wanted. But if we look close, the player overlays with the ground (also called tunnelling?), then bounces back, even through the
Bounce
property of player and ground all set to 0!4️⃣ Try to solve: I've tried these steps:
not working :(
Hmmm seems better, but still some glitches when I stare at the screen...(forgive my perfectionism). Besides I don't think is a better way to solve this kind problem.
5️⃣ Wanted: when bounce is 0 and collision happens, player should stop immediately, no overlaps, no bounce, it should stand still, right here waiting for you :)
Please help me, thank you all.
Minimal reproduction project:
The minimal project contains 3 objects: Ground(
StaticBody
), Player 1(KinematicBody
), Player 2(RigidBody
).Player 1 works right, Player 2 overlaps and bounces back which is not wanted.
Basic3D.zip
The text was updated successfully, but these errors were encountered: