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body_entered and body_exited not reporting collision with StaticBody node #21013

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N8n5h opened this issue Aug 14, 2018 · 9 comments
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@N8n5h
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N8n5h commented Aug 14, 2018

Godot version:
v3.0.6.stable.official.8314054

OS/device including version:
Windows 7-64Bit

Issue description:
body_entered and body_exited signals from Area class appear to not be reporting collision with the StaticBody node.

Minimal reproduction steps:
Create a MeshInstance select cube for shape, use the Mesh > Create Trimesh Static Body.
Create an Area, Add a CollisionShape to the area.
Create a script for the Area, connect the body_entered and body_exited signals to that script.
Translate the Area through the MeshInstance, I used an animation.

Minimal reproduction project:
test.zip

@vnen
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vnen commented Aug 15, 2018

This is expected. Static bodies are passive and do not report contacts.

@N8n5h
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N8n5h commented Aug 15, 2018

Ok, then I think the Area documentation should be updated to reflect that
and the Physics Introduction as well.

@bojidar-bg
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This is expected. Static bodies are passive and do not report contacts.

This issue is about the Area not receiving the signals, not the StaticBody.
That being said, I can't confirm in either 2D or 3D using rectangle/cube and circle/sphere meshes.

This issue seems to be a duplicate of #16392.

@vnen
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vnen commented Aug 15, 2018

@bojidar-bg that's what I understood from the table in the docs: http://docs.godotengine.org/en/2.1/learning/features/physics/physics_introduction.html#in-case-of-overlap-who-receives-collision-information (which for some reason was removed in 3.0). In there it says that in Static/Area collision none receive this information. Did this change or the table was wrong?

@bojidar-bg
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Probably changed between versions, Area gets the signal in 3.0.6.

@N8n5h
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N8n5h commented Aug 23, 2018

Probably changed between versions, Area gets the signal in 3.0.6

@bojidar-bg , so it's a bug? or there is something I'm not doing right to get the signal?
I opened an issue for feature request #21043 , but I guess it may not be needed.

@bojidar-bg
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Note that I was replying to @vnen in my previous comment.

@N8n5h Check #16392 for the bug.
This issue is a bit in limbo right now -- if you confirm that it is a duplicate, we will close it.

@N8n5h
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N8n5h commented Aug 24, 2018

This issue is a bit in limbo right now -- if you confirm that it is a duplicate, we will close it.

I did not import any models and instead used primitive shapes inside of Godot and the "Create Trimesh Static Body" functionality. So if it's a duplicate, the error may be replicable without imported models.
But I'm not sure if it's the same error.

I added minimal reproduction steps in my original post.

@bojidar-bg
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"Create Trimesh Static Body" creates a concave shape, and is actually used by the importer. Closing as it is the same issue :)

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