-
-
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
Pile of stacked RigidBodies is wobbly #72063
Comments
Looks like #2092 is back? |
As a workaround, increasing Physics Ticks Per Second in the advanced Project Settings can help mitigate the issue at the cost of increased CPU usage. |
Well yeah but it should probably get fixed so it won't affect low end devices |
In fact, #2092 was not completely solved by #55602, which can be seen in @fabriceci's comment. For a better reproduction project the |
I don't think it's a bug but the stability limit of the current engine, all engines break down at some point. The engine tries to balance the simulation (by applying impulses between the bodies) and at some point the instability builds up and the simulation breaks. |
It's normal for an engine to break at some point but this should be stable when there is only this amount of simple 2D rectangle shape. |
Godot version
4.0
System information
Linux mint, GLES3, Nvidia quadro 2000m
Issue description
So i was trying to test 2d physics using 'Rigidbody 2d' nodes in godot, I made 'static body' nodes to make kind of a box to run the simulation, using 'marker 2d' as a position detector and making it spawn the rigidbodies, and a 'timer' node to give breaks between spawn times
Steps to reproduce
Test-.-.-._.mp4
Minimal reproduction project
Test 2 godot 4.zip
The text was updated successfully, but these errors were encountered: