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RigidBody sometimes misses reporting a contact #37308
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I've downloaded the project and the behaviour is the same. I'm using Windows 10 Home. Setting the physics FPS to 120 seems to solve the problem. |
120 FPS does seem to solve the problem. Including in my more advanced project. I guess performance will suffer though? |
Reading the comments, it seems this is yet another case of #9071. See the comments at the end of that issue for possible workarounds. |
#2092 also seems to be fixed at higher FPS. Could they be related? |
I know this is an old issue but I have been experiencing this same thing randomly for a long time. Currently in Godot 3.6 beta 3. The original reproduction project in this issue is no longer available, so I can't check if this is the exact same setup but is does sound like it. I don't think this is about CCD or tunneling because the collision happens correctly, it's just not getting reported. For example, I have rigid body missile in my game that sometimes just bumps into its target (another rigid body) and does not explode because body_entered is not emitted. |
@fractilegames Please upload a minimal reproduction project1 to make this easier to troubleshoot. Footnotes
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I can't reproduce this consistently. It happens randomly and not very often. I will see if can set up a project where this happens.. |
I created a minimal test project that brute-forces collisions between two rigid bodies: That seems the trigger the issue usually in less than 10 tries, which is way more often than I see the issue in my game. It's actually suspiciously often. I hope I didn't make some obvious mistake in the project. |
Godot version:
3.2.1
Issue description:
The body_entered signal is sometimes not triggered on contact. Not entirely random, but depending on phsyics settings.
Steps to reproduce:
Download minimal project and watch the bounce counter in the console.
Minimal reproduction project:
https://www.dropbox.com/s/a3n3kvam5cd813x/MinimalProject.zip?dl=0
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