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Issue description:
When two a RigidBody2D collides with a StaticBody2D, they 'squish' into each other and then the RigidBody2D slowly returns to the edge of the collision over a few frames. This makes the collision not feel quite so 'rigid' but instead like the StaticBody2D is squishy and allows other bodies to enter it temporarily. I have not checked to see if this behavior presents in 3D Nodes as well.
Steps to reproduce:
Create a 2D scene with a RigidBody2D and a StaticBody2D. Have the RigidBody2D collide into the other body with some velocity. You'll observe the RigidBody2D enter the StaticBody2D.
Minimal reproduction project:
Zipped Project, open at run the scene. Bouncy.zip
The text was updated successfully, but these errors were encountered:
I believe setting the custom solver bias of any collision shapes involved to 1 should fix this, though given that it doesn't default to that, doing so probably causes other problems elsewhere. At a guess, it probably causes instability with collisions involving multiple bodies.
EDIT: I tested it. It does cause some instability, but it's not that bad.
There should probably be a project setting for the default bias instead of it being hardcoded to 0.3.
Godot version:
3.1.2.stable.official
OS/device including version:
Windows 10
Issue description:
When two a
RigidBody2D
collides with aStaticBody2D
, they 'squish' into each other and then theRigidBody2D
slowly returns to the edge of the collision over a few frames. This makes the collision not feel quite so 'rigid' but instead like theStaticBody2D
is squishy and allows other bodies to enter it temporarily. I have not checked to see if this behavior presents in 3D Nodes as well.Steps to reproduce:
Create a 2D scene with a
RigidBody2D
and aStaticBody2D
. Have theRigidBody2D
collide into the other body with some velocity. You'll observe theRigidBody2D
enter theStaticBody2D
.Minimal reproduction project:
Zipped Project, open at run the scene.
Bouncy.zip
The text was updated successfully, but these errors were encountered: