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[Bullet] Changing collision shape radius/extents doesn't update stationary area + area collisions #39947

Closed
Tracked by #45022
sketchyfun opened this issue Jun 29, 2020 · 0 comments · Fixed by #42306
Closed
Tracked by #45022

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@sketchyfun
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sketchyfun commented Jun 29, 2020

Godot version:
3.2.2

OS/device including version:
Windows 10

Issue description:
When animating (or changing from code I suspect) a collision shape's radius/extents, the physics engine doesn't update and check for new collisions. This seems to only affect areas colliding with other areas, and if one of them moves, a collision will occur, same for if you manually force an update via code by setting the area's position to itself. However, if they are both completely stationary, no collision will occur. It doesn't seem to be an issue if one of the colliders is a static body (I've not tested against other body types)

Steps to reproduce:
Download the attached project and run with visible collision shapes enabled. The sphere collision shape's radius is animated, and "Hit!" should be printed every time it collides with the cube. Now edit main.gd and un-comment the return line in _process, so that $Sphere.global_transform.origin = $Sphere.global_transform.origin no longer gets executed and you will see the print no longer triggers when the scene is run.

Minimal reproduction project:
shape_size_bug.zip

@pouleyKetchoupp pouleyKetchoupp changed the title Changing collision shape radius/extents doesn't update stationary area + area collisions [Bullet] Changing collision shape radius/extents doesn't update stationary area + area collisions Jan 15, 2021
@pouleyKetchoupp pouleyKetchoupp added this to the 4.0 milestone Nov 18, 2021
@akien-mga akien-mga modified the milestones: 4.0, 3.5 May 19, 2022
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4 participants