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[Bullet] Box collision with Sphere not reported if sphere bounce is >0 #43224

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Tracked by #45022
nathanfranke opened this issue Oct 30, 2020 · 5 comments
Open
Tracked by #45022

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@nathanfranke
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Godot version:
3.2.3.stable

OS/device including version:
Manjaro 20.1.2

Issue description:
body_entered signal is not called when the box collides with the sphere. continuous_cd=true, contacts_reported=999, contact_monitor=true for both Player and Asteroid

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Steps to reproduce:
Run the MRP and watch the bodies collide, and note that nothing is printed in the console
Change Asteroid->physics_material_override->bounce to 0 and note that the body name is printed this time.

Minimal reproduction project:
TestStable.zip

@Calinou
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Calinou commented Oct 30, 2020

I can confirm this on 3.2.4beta1 on Linux.

Videos showing the behavior with the Bounce property set to 0 and 1: bounce_videos.zip

@mrjustaguy
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Hmm, when watching the Video, when bounce is 0, when you look at the collision point.. it's on the wrong end of the box..

@mrjustaguy
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mrjustaguy commented Nov 1, 2020

GodotPhysics Prints Hello Asteroid when Bounce is at 1. That means that it is working, meaning this is a Bullet issue.

Note: Both have the Same Wrong Collision Point

@pouleyKetchoupp pouleyKetchoupp changed the title Box collision with Sphere not reported if sphere bounce is >0 [Bullet] Box collision with Sphere not reported if sphere bounce is >0 Jan 14, 2021
@parasyte
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parasyte commented Apr 7, 2022

My workaround for this bug is using KinematicBody and implementing motion and collision detection myself with move_and_collide().

@Calinou Calinou added this to the 3.x milestone Apr 7, 2022
@akien-mga
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Still reproducible in the current 3.x branch (2e6b9ec).

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