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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)
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.
Awarets
changed the title
Buggy collisions with CharacterBody3D (CylinderShape3D) against StaticBody3D (ConcavePolygonShape3D)
Ghost collisions with CharacterBody3D (CylinderShape3D) against StaticBody3D (ConcavePolygonShape3D)
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)
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
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