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[Bullet] Area zero gravity with Bullet #40127
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A solution to fully fix this, is to perform a collision check when the body enters the world. Scripting side this issue can be avoided easily, so I want to think a bit more on this, to see if it worth or not fixing it. In the meanwhile I'm open to suggestion. |
Thanks for the comments @AndreaCatania. Any chance you could give a few lines of example script/code that would manually add an object to an area? I'm just not seeing how to, yet. |
The gravity is applied only the first frame so:
So, you should do something that make sure to freeze the body the first frame |
Can Confirm that it is related to #32776 and the problem seems to be that it just doesn't update the needed area settings in stuff affected by the area, whereas Godot Physics does it just fine. The issue I started as stated above was in regards to such issues with gravity. Try doing something like that without Gravity point on in bullet and you will fail to change the axis of the gravity for any objects that are in at the time of the change in the gravity vector, however Godot phys will do it the way it should work in bullet too. |
Godot version:
Godot 3.2.2 Official, Standard 64bit (Windows)
OS/device including version:
Windows 10
GPU: Nvidia 1060m
Backend: GLES2
Issue description:
Short: RigidBody in Area with zero gravity override still has some initial (internal) force applied, while using Bullet but not Godot physics. Expected results are zero forces applied and RigidBody remains still. Potentially related to Issue #32776 or #35378.
Steps to reproduce:
Minimal reproduction project:
bzg.zip
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