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[Bullet] 3D StaticBody constant linear/angular velocity doesn't work when using Bullet #17531
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CC @AndreaCatania. |
I tried to build a test scene for the "simulated motion mode" mentioned in the documentation. From what I'm getting is that it's supposed to work when moving a StaticBody via script (such as animating a moving platform via GDScript). I couldn't get it to work in either physics engine. I couldn't find a setting (because the documentation says it's something that has to be set active). In fact, if you Google I'd really like that feature, too. |
Really strange, when I tested it, it was working... But thanks you for your report, I'll check it. Also, the static body is not meant to be moved around, instead use the kinematic body and move it by changing its position, or use move_and_slide, etc... Check the godot demos (platformer demo, if I don't go wrong (The one with pink box) ) how the platforms are moved using GDS |
This issue affects both Physics engines now, on 3.0.6 and 3.1b10. |
Here is a sample project in 3.1b11 with this issue: https://cdn.discordapp.com/attachments/212250894228652034/553366025760931844/3d_3.1.rar |
Still happens on latest master branch. @AndreaCatania The issue is that KinematicBody cannot be used with Trimesh or Convex collision generated from imported Meshes (it gives an error in the console), so it is impossible to use with complex objects. 🤷♂ |
Still valid in e9d12f9 |
Godot version: 3.0.2
Issue description:
While building my first game to test Godot out, I was reading about StaticBodys in the documentation and stumbled upon constant velocity:
It turns out, these properties do not have any effect at all with Bullet (the default 3D physics engine in Godot 3). With the engine set to
GodotPhysics
, these properties work as expected.I need to investigate a bit further, but it seems the same thing is true for the thing the documentation calls "simulated motion mode".
Steps to reproduce:
Create a new scene with a StaticBody (e.g. a floor) and a RigidBody (e.g. a ball) and let the RigidBody drop on the StaticBody. Set
constant_linear_velocity
orconstant_angular_velocity
to any amount.The RigidBody will be launched when
3d/physics_engine="GodotPhysics"
, but won't do anything for any other setting.Minimal reproduction project:
Standalone test scenes are in this repository:
https://github.com/eiszfuchs/godot-test-scenes/blob/master/Scenes/ConstantLinearVelocity.tscn
https://github.com/eiszfuchs/godot-test-scenes/blob/master/Scenes/ConstantAngularVelocity.tscn
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