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Collision detection between moving kinematic and rigid bodies is broken #46653
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I can confirm this on BulletGodotPhysics |
Related to #30481 which is the same problem with two KinematicBodies. |
I don't think this is a bug after all, instead it's a result of the update order of rigid bodies.
So rigid bodies |
@e344fde6bf If this could be better documented, feel free to point out places in the manual or class reference where this could be done 🙂 |
Godot version:
3.2.3.stable
OS/device including version:
N/A
Issue description:
Collision detection between a moving rigid body and a kinematic body that uses
move_and_collide()
will fail to detect a collision if they both move towards the same position on the same frame. See also #46601 for collision detection between two moving kinematic bodies.Steps to reproduce:
x=-60
so at the end of physics frame 60 it will be positioned at the origin.move_and_collide()
such that it will overlap the rigid body at the origin.Minimal reproduction project:
test-rigid-kinematic-collision.zip
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