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Collisions between two physics bodies behave better when the collision layer & mask are chosen so that (collision_layer_a & collision_mask_b) != 0 AND (collision_layer_b & collision_mask_a) !=0 with respect to when (collision_layer_a & collision_mask_b) != 0 AND (collision_layer_b & collision_mask_a) ==0
or (collision_layer_a & collision_mask_b) == 0 AND (collision_layer_b & collision_mask_a) !=0
but two bodies should either not collide or properly collide.
This could also be affecting CCD.
Steps to reproduce
Attached is a project with two scenarios in which the only difference is the collision layer of the two rigid bodies.
The two rigid bodies have the same properties except for position & initial velocity (so same layer & collision mask).
In the well-behaved one, the rigid bodies are both stopped by the static one.
In the not well behaved one, the slow rigid body is stopped, but the fast one is not.
Godot version
3.x build 65ab913
System information
OS: Arch Linux, CPU: Ryzen 5, GUP: RX 480
Issue description
Collisions between two physics bodies behave better when the collision layer & mask are chosen so that
(collision_layer_a & collision_mask_b) != 0 AND (collision_layer_b & collision_mask_a) !=0
with respect to when(collision_layer_a & collision_mask_b) != 0 AND (collision_layer_b & collision_mask_a) ==0
or
(collision_layer_a & collision_mask_b) == 0 AND (collision_layer_b & collision_mask_a) !=0
but two bodies should either not collide or properly collide.
This could also be affecting CCD.
Steps to reproduce
Attached is a project with two scenarios in which the only difference is the collision layer of the two rigid bodies.
The two rigid bodies have the same properties except for position & initial velocity (so same layer & collision mask).
In the well-behaved one, the rigid bodies are both stopped by the static one.
In the not well behaved one, the slow rigid body is stopped, but the fast one is not.
Minimal reproduction project
godot_bullet_collision_bug.zip
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