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Rotating an animatableRigidBody2D into liquid will cause phantom collision #281
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The coupling manager in salva calls |
Does this only happen for animatable body(eg kinematic in rapier), or also for static body, and for rigidbody. |
it does happen for static body but im having a hard time testing rigidbody because of whatever this glitch is.. water.mp4 |
Thats not a glitch :D you have a mass of 1 for an object that big. It's physically inaccurate. You need to increase mass. Note in godot objects have mass not density. So the bigger the object and with mass 1, it means its like its made of a very very lightweigth material. |
alright it works but as far as i can tell the issue doesnt happen with rigidbodies |
So mostly with static and animatable, got it. Ok, thanks. |
Describe the bug
When you rotate an animatablerigidbody2d, with script or the remote debug feature in godot, into a place such that it pushes water out of the way, that water will never enter that spot ever again, acting as if there is a collision there even if you rotate the rigidbody back
To Reproduce
Steps to reproduce the behavior:
make AnimatableBody2D
add collision shapes so it forms a box or something to keep the liquid inside
add water inside the container
push play
use the remote section in the scene tree to manipulate the containers rotation
observe how the water will not go back into areas it has been pushed out of
Expected behavior
The water should go back into the area after the AnimatableBody2D is rotated away from the liquid
Environment:
Example project(zip)
Archive.tar.gz
Video of issue:
https://github.com/user-attachments/assets/c34f4834-d653-4c18-b4fa-aaecf14c63bf
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