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Issue description:
When removing a CollisionShape or CollisionPolygon from a sleeping RigidBody at runtime with the Bullet physics engine, its gravity stops working.
Does not occur with GodotPhysics.
Steps to reproduce:
Create a RigidBody with a CollisionShape, set sleeping to true, then attach the following script:
In this case, queue_free frees the old CollisionShape after Bullet initializes the physics body. It can be mitigated by calling free instead of queue_free.
The text was updated successfully, but these errors were encountered:
hoontee
changed the title
Removing the CollisionShape or CollisionPolygon from a sleeping RigidBody breaks gravity in Bullet physics
Calling queue_free on the CollisionShape or CollisionPolygon from a sleeping RigidBody breaks gravity in Bullet physics
Jul 27, 2020
hoontee
changed the title
Calling queue_free on the CollisionShape or CollisionPolygon from a sleeping RigidBody breaks gravity in Bullet physics
Removing a CollisionShape or CollisionPolygon from a sleeping RigidBody at runtime breaks gravity in Bullet physics
Jul 27, 2020
Reopening, because I can reproduce this issue in both master (bc813fd) and 3.2.3.rc3 by delaying the replacement of the CollisionShape by one physics frame.
Godot version:
3.2.3.rc1
OS/device including version:
Windows 10 2004
Issue description:
When removing a
CollisionShape
orCollisionPolygon
from a sleepingRigidBody
at runtime with the Bullet physics engine, its gravity stops working.Does not occur with GodotPhysics.
Steps to reproduce:
Create a
RigidBody
with aCollisionShape
, setsleeping
totrue
, then attach the following script:In this case,
queue_free
frees the oldCollisionShape
after Bullet initializes the physics body. It can be mitigated by callingfree
instead ofqueue_free
.Minimal reproduction project:
Physics.zip
The text was updated successfully, but these errors were encountered: