You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Issue description:
I have a FPS game shooting a lot of bullets (instanced, not raycasting) and on the method "do_damage" I apply impulse to a RigidBody when it get hit from bullet.
The problem is that the RigidBody sometimes (and more than sometimes) receive an extreme impulse. An insane one. But when I check the values (printing it to output) the numbers of the impulse and the used offset is correct. So the problem is outside of my gdscript code.
How to reproduce
To reproduce put some box with RigidBody and make a weapon to shoot bullets as KinematicBody. Use move_and_collide on the bullet and apply impulse to the box (only one time) when it hit.
The behaviour occurs too sometimes without the use of apply_impulse.
Make sure to don't let the RigidBody sleep (uncheck "Can Sleep").
Test it only with the box and the bullets. Don't use apply impulse and sometimes the box will fly as if it was impulsed by something. But how? if there are no apply_impulse in any place?
Well, I guess it is some bug on the bullet engine.
The text was updated successfully, but these errors were encountered:
Ok, but give me some time please. I am making an example FPS with source code included and I will publish it on github.
With that example it is failing. But I need a bit of more time to sort the things and publish it.
I already published the example. You can run it and shoot the boxes. You will notice sometimes that the box fly around as if it was hit with some nuclear bomb or something like that. LOL
Godot version:
3.2 release
OS/device including version:
Ubuntu 19.10
Issue description:
I have a FPS game shooting a lot of bullets (instanced, not raycasting) and on the method "do_damage" I apply impulse to a RigidBody when it get hit from bullet.
The problem is that the RigidBody sometimes (and more than sometimes) receive an extreme impulse. An insane one. But when I check the values (printing it to output) the numbers of the impulse and the used offset is correct. So the problem is outside of my gdscript code.
How to reproduce
To reproduce put some box with RigidBody and make a weapon to shoot bullets as KinematicBody. Use move_and_collide on the bullet and apply impulse to the box (only one time) when it hit.
The behaviour occurs too sometimes without the use of apply_impulse.
Make sure to don't let the RigidBody sleep (uncheck "Can Sleep").
Test it only with the box and the bullets. Don't use apply impulse and sometimes the box will fly as if it was impulsed by something. But how? if there are no apply_impulse in any place?
Well, I guess it is some bug on the bullet engine.
The text was updated successfully, but these errors were encountered: