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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:
Let a RigidBody2D fall and collide with 2 StaticBody2D one next to each other
The body will pass through sometimes (it should not)
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)
This is still reproducible on 3.2.2RC2 and with the OP example.
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.
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.
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:
Minimal reproduction project:
2D-Platformer-Demo.zip
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