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Collision between small Area2D's fails when using BVH #54898
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Possibly related to #54855. @pouleyKetchoupp : I just debugged and the BVH is calling the collision callback correctly it seems (in the situation where it fails to change color) so it may a logic problem with the masks in the physics? Likely related to #54108. |
Can confirm this issue in 3.4. My project uses collision layers. I randomly spawn area2d's of 16x16 pixels. These Area2Ds use a collision layer to detect if they spawn on the tile map collision or not. This no longer works unless I disable BVH |
@timovervliet82 Could you please test with #54925 to check that it solves your issue as well? If it doesn't I'm interested in a minimal project to investigate. |
@pouleyKetchoupp |
@timovervliet82 Thank you! I can confirm your issue is also fixed with #54925. |
@pouleyKetchoupp Great! Thank you! |
Godot version
3.4.stable.official
System information
Windows 10, GeForce 980Ti, Driver 496.49, GLES3
Issue description
When a small Area2D (12x12 pixels) is positioned entirely within a slightly larger Area2D (16x16 pixels), the collision may not be detected. Making the smaller Area2D slightly bigger (1-2 pixels) on either axis allows the detection, but only in the axis that was extended.
This seems to be related to the
physics/2d/use_bvh
option. Disabling this option allows the collisions to be detected as expected.Steps to reproduce
See README in reproduction project repo for reproduction explanation and sample controls.
Minimal reproduction project
https://github.com/Drakmyth/GodotCollisionTest
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