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Changes in RigidBody Rotation and Scale properties aren't reflected in the game #2129

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seadra opened this issue Jun 20, 2015 · 2 comments
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@seadra
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seadra commented Jun 20, 2015

I have a RigidBody, and it has two children: a CollisionShape (BoxShape) and a TestCube.
When I select the RigitBody and change it's Rotation and Scale properties, it is immediately reflected corectly in the editor. But when I run the game, it appears like Rotation and Scale are in their default values: (0,0,0) and (1,1,1).

@reduz
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reduz commented Jun 20, 2015

depends on the mode.

If it's in character mode, you can't rotate it (but you can rotate the
shapes)
And you can't scale it unless in Kinematic or Static mode (but, again, you
can rotate and scale the shapes)
Scale must also not be non-uniform for non-polyhedral shapes.

This is a standard limitation in physics engines, you will see it in Unity
and other engines, as PhysX suffers from the same.

On Fri, Jun 19, 2015 at 10:06 PM, seadra [email protected] wrote:

I have a RigidBody, and it has two children: a CollisionShape (BoxShape)
and a TestCube.
When I select the RigitBody and change it's Rotation and Scale properties,
it is immediately reflected corectly in the editor. But when I run the
game, it appears like Rotation and Scale are in their default values:
(0,0,0) and (1,1,1).


Reply to this email directly or view it on GitHub
#2129.

@seadra
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seadra commented Jun 20, 2015

Thanks! I just went through the doc.
However, the RigidBody object is in Rigid mode, and while the scale is non-uniform, the shape is just a BoxShape, so I guess it this is indeed a bug?

And the weirdest part is, I'm seeing different things in the editor and in the game. This one should clearly be a bug I think.

Edit: OK, I see now. So, we can't scale a RigidBody in Rigid mode. And the work around is to scale the TestCube, and choose a proper BoxShape for it, right?

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