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Godot 3.1 alpha calinou 6f9aa87 (downloaded 12/4/2018) Windows 10 64-bit
I am applying a rotation on my rigidbody. It appears correct in the viewport. When I actually play my project, the rotation seems to only apply to the collisionshape, but not the mesh. I am attaching a sample project.
You will see the viewport has a different rotation than the actual gameplay. If you select the floor object and rotate it back to 0, everything works as expected again.
@AndreaCatania could reproduce. I am seeing some shearing when applying rotation.
@scottpetrovic I advise you to not use non uniform scale, ever. It simply does not work the way you would expect it and the gizmos for colliders are updated as if it worked.
@QbieShay Are you saying that the scale of the objects is what is causing the rotation bug? The point I am trying to communicate in my example is that the mesh object does not rotate on rigid bodies. With what I see, the colliders seem to be rotating ok.
Didn't test this yet, but keep in mind that the RigidBody can't be rotated in that way. You have to apply forces to make it rotate or use a kinematic body instead.
pouleyKetchoupp
changed the title
Rigidbody doesn't appear to apply rotation
[Bullet] Rigidbody doesn't appear to apply rotation
Jan 16, 2021
Godot 3.1 alpha calinou 6f9aa87 (downloaded 12/4/2018) Windows 10 64-bit
I am applying a rotation on my rigidbody. It appears correct in the viewport. When I actually play my project, the rotation seems to only apply to the collisionshape, but not the mesh. I am attaching a sample project.
You will see the viewport has a different rotation than the actual gameplay. If you select the floor object and rotate it back to 0, everything works as expected again.
potentially related to this ticket... #22904
rigidbody-rotate-test.zip
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