-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
3D Physics: Continuous Collision Detection fails regularly #69676
Comments
To solve: How:
Observe, it works! Note: |
Thanks for sharing a possible the workaround! 🙏 I'm not sure though it will have other issues in our main project. Like having the ball not roll smoothly on the ground. Maybe having two collisions shapes, the simplified convex shape and the sphere (slightly bigger) will work. I will try tomorrow. Anyway, it is only a workaround. I mean there's no good reason why the sphere, a simpler shape and pure geometric convex shape, should not be equally or even more precise (and performant), right? |
Duplicate of #9071. |
Sadly the workaround doesn't work in the actually project. It believe decreased the likelihood a bit but still going through walls despite lower forces/speeds than the mini project. 😞 |
Making colliders thicker than the visual representation and increasing physics ticks per second in the project settings (Physics FPS in 3.x) is usually the best way to combat tunneling. To avoid excessive CPU usage, don't pick a value that's too high (and prefer values that are multiples of 60 when not using physics interpolation, such as 120, 180 or 240). |
Well, I tried 240 and it didn't happen often but still every now and then. Sadly any tunneling would be game breaking for us. My new approach is to write my own physics simulation on top of Godot's |
Godot version
v4.0.beta7.official [0bb1e89]
System information
Arch Linux, GeForce 3080
Issue description
3D Physics: Continuous Collision Detection fails regularly when enabled on a rigid body.
TunnelBug.mp4
Steps to reproduce
Launch and play the attached project.
Hold SPACE to apply a force to the ball until it tunnels through a mesh collider and two adjacent box colliders.
The
ball.gd
script has awith that set to false the static bodies are positions slightly different the ball collides as expected.
Minimal reproduction project
TunnelBug3D.zip
The text was updated successfully, but these errors were encountered: