-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
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
CSGShape doesn't have physics material #36893
Comments
I just tried to use a CSG polygon as a tunnel, and in spite of checking use collision, my cars aren't colliding with it, not in 3.2 and not in 3.2.1 rc1. So use_collision seems weird either way. |
@Zireael07 Can you take a screenshot of the tunnel with Debug > Visible Collision Shapes enabled? |
I found a workaround, basically this: #19232 (comment) and body.create_trimesh_collision() (from code) or Mesh -> Create Trimesh Static Body (in editor) but use_collision seems broken on 3.2 stable onwards. |
@Zireael07 Can you reproduce this in any 3.2 alphas/betas/RCs? You can download them here. |
Same problem in beta1 (and all subsequent betas). Alphas throw a hissy fit about indentation in one of the other files, and as far as I can see the line in question has no spaces but tabs, so IDK what their problem is. I copied just the csg scene to a new project, opened it in alpha 1, and well... no collision shapes shown. (Making some sort of a character to check if it clips would take more time than I currently have, sorry) |
(I realize we've essentially hijacked someone else's bug report, but it looks like they're connected extremely close - alternately, I think you people can move bug reports around? I unfortunately can't...) |
@Zireael07 hehe, it's fine for me. Like I said, I'm not sure it is a bug I have reported, more a matter of features that are not there by design, but would be extremely useful. |
Related to #22246. |
I made this tool plugin to work in the meantime with Physics Materials using CSG nodes in case anyone is interested |
Closing in favor of godotengine/godot-proposals#7568, as feature proposals are now tracked in the Godot proposals repository. |
Godot version:
3.2 Stable
OS/device including version:
Windows 10 Home
Issue description:
I think it is not a bug exactly, but the way CSGShape is designed. But in the way it is now, it doesn't have a physics material, although the docs says it will act like a static body if
use_collision
is on.I understand that, as prototype tool, maybe a physics material is not needed. But there is no easy way to create a mesh out of a CSGShape, and reading #19232, it looks like CSGs need more features to be actually useful as prototype tools.
So, all this considered, I think that the fact the engine lets you easily add a collision shape leads the user to think that a physics material is possible.
Also, where is the collision shape added when you click
use_collision
and how can it be accessed? Because a raycast only intercepts the CSGShape (see below, step 5), shouldn't it be intercepting a physics body?Steps to reproduce:
path
, add some points to get a shapeCSG Polygon
as child of paht. Setmode
to path, andpath node
to the parent path. SetUse Collision
onRaycast
, place it in a way it intersects the CSG Polygonfunc _process(delta)
addprint(self.get_collider())
andprint(self.get_collider().get_physics_material_override())
get_physics_material_override()
Minimal reproduction project:
CSGStaticBodyTet.zip
The text was updated successfully, but these errors were encountered: