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If I understand, you are trying to apply torque to a body that has no shape/volume. According to my poor understanding of physics (engines), I think the observed result is to be expected. Or, at least, I don't think the expected outcome should involve the body rotating.
Well I guess your answer makes sense, but the issue I have with that is that when collision is disabled, apply impulse works just fine, just not applying a torque impulse
Plus it was regarded as a bug in the 2D engine, so I would expect the 3D engine to have the same behaviour
While the collision is disabled, it still should have the shape and volume of the collision shape, just without colliding with any other objects, it should still be able to move and be affected, just with no collision
pouleyKetchoupp
changed the title
The Rigidbody cannot rotate after set the CollisionShape disabled first and enabled later
[Bullet] The Rigidbody cannot rotate after set the CollisionShape disabled first and enabled later
Jan 15, 2021
Godot version:
v3.2.1
OS/device including version:
Windows GLES3
Issue description:
Disabling collision shape results in applying torque not working
#30551
The same issue was already fixed in 2D
Steps to reproduce:
Minimal reproduction project:
RBNotRotatingMinimalReproducableProject.zip
Current Workaround:
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