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Issue description:
Calling PhysicsServer.area_set_param to update a world's gravity vector seems to disregard the provided value, instead setting it to 0. After some digging, I found this behaviour consistent with commit d250ade (link kindly provided by a user in IRC), and I can confirm that the gravity vector behaves as expected after reverting the commit. However I am not sure if doing so reintroduced whatever bug it was fixing, thus this is not a pull request.
Steps to reproduce:
Add Camera and RigidBody (any shape works, needs some visible geometry as child node).
Extend RigidBody node with a script, and set world gravity vector within _process (to anything other than 0).
pouleyKetchoupp
changed the title
Setting 3D gravity vector during runtime disables it instead
[Bullet] Setting 3D gravity vector during runtime disables it instead
Jan 15, 2021
Godot version:
3.1.1
OS/device including version:
Ubuntu 18.04
Issue description:
Calling
PhysicsServer.area_set_param
to update a world's gravity vector seems to disregard the provided value, instead setting it to 0. After some digging, I found this behaviour consistent with commit d250ade (link kindly provided by a user in IRC), and I can confirm that the gravity vector behaves as expected after reverting the commit. However I am not sure if doing so reintroduced whatever bug it was fixing, thus this is not a pull request.Steps to reproduce:
_process
(to anything other than 0).Minimal reproduction project:
NoGravity.zip
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