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Softbody does not update collision behaviour when collision masks/layers are changed at runtime #43243

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smix8 opened this issue Oct 31, 2020 · 1 comment

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@smix8
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smix8 commented Oct 31, 2020

Godot version:
3.2.3.official, 3.2.4.beta1

OS/device including version:
Win10 64x, GTX980

Issue description:
Softbody mesh does not update collision behaviour when collision masks/layers are changed at runtime (inspector or script).

Both print() and remote inspector shows that all collision masks/layers on the softbody node are successfully enabled/disabled but the Softbody mesh still keeps colliding with objects on now disabled layers/masks or ignores objects with the now enabled layers/masks.

I notices this problem after implementing user settings for cloth simulation e.g. by disabling collision parts of a kinematic or rigid character for easier softbody calculation. While changes to "simulation_precision" and all other parameters on the softbody had the desired effects the changes on collision layers and masks did nothing. Only if the collision layers/mask on the colliding objects are also removed the softbody stops simulating them.

Steps to reproduce:
Change collision masks/layers on a Softbody Node at runtime. Softbody ignores all changes and keeps collision settings from scene start.

Minimal reproduction project:
Softbody Issue.zip

@smix8
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smix8 commented Jan 12, 2021

Closed this until I can create a realiable Minimal reproduction project. The current was wrong and had me confused the layer inx from the layer bits. Still, even with the fixed numbers the softbody node half the time resists changes of its collision layerbit/maskbit at runtime compared to other physics nodes that use the same system and I can't pin it down why.

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