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Ghost collisions with CharacterBody3D (CylinderShape3D) against StaticBody3D (ConcavePolygonShape3D) #88476

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Awarets opened this issue Feb 18, 2024 · 1 comment

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@Awarets
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Awarets commented Feb 18, 2024

Tested versions

Reproducible in v4.2.1.stable.mono.official [b09f793]

System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon (TM) R9 390 Series (Advanced Micro Devices, Inc.; 27.20.20913.2000) - Intel(R) Core(TM) i5-4430 CPU @ 3.00GHz (4 Threads)

Issue description

When a CharacterBody3D with CylinderShape3D collides against particular triangles on a StaticBody3D with ConcavePolygonShape3D, the collision results after invoking MoveAndSlide() and GetSlideCollision() are sometimes extremely incorrect.

The reproduction project includes an example of a CharacterBody3D on the edge of a StaticBody3D, moving only very slightly into it, which causes an extreme shift (The collision has a depth of .244, despite the cylinder only having a radius of .25. This becomes significantly more problematic if collision response is used to control character velocity)

image

Steps to reproduce

Run the example project. The CharacterBody3D is moving into the StaticBody3D at a very low speed, but the collision depth+normal pushes it extremely far to the left, as displayed through the console logs.

Minimal reproduction project (MRP)

CollisionDepthIssue.zip

@Awarets
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Awarets commented Feb 18, 2024

Possibly related to #87521 or #77051

@Awarets Awarets changed the title Buggy collisions with CharacterBody3D (CylinderShape3D) against StaticBody3D (ConcavePolygonShape3D) Ghost collisions with CharacterBody3D (CylinderShape3D) against StaticBody3D (ConcavePolygonShape3D) Feb 18, 2024
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