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[Bullet] Setting 3D gravity vector during runtime disables it instead #32196

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Tracked by #45022
Cadmik opened this issue Sep 19, 2019 · 0 comments
Open
Tracked by #45022

[Bullet] Setting 3D gravity vector during runtime disables it instead #32196

Cadmik opened this issue Sep 19, 2019 · 0 comments

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@Cadmik
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Cadmik commented Sep 19, 2019

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:

  1. Add Camera and RigidBody (any shape works, needs some visible geometry as child node).
  2. Extend RigidBody node with a script, and set world gravity vector within _process (to anything other than 0).
  3. Play the project.

Minimal reproduction project:
NoGravity.zip

@pouleyKetchoupp 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
@Calinou Calinou added this to the 3.x milestone Oct 24, 2022
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