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Scaling a HeightMapShape CollisionShape (3D) results in incorrect collision calculations #47034

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PonasKovas opened this issue Mar 15, 2021 · 4 comments

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@PonasKovas
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Godot version:
Godot 3.2.3

OS/device including version:

Arch Linux

Issue description:
When you scale the transform of a CollisionShape, that has a HeightMapShape assigned as the shape, the scaling doesn't seem to make any difference in physics, only rendering.
godot-scaling-bug

Minimal reproduction project:
scaling-bug.zip

@Calinou
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Calinou commented Mar 15, 2021

Collision shapes aren't meant to be scaled. This isn't exclusive to HeightMapShape.

@PonasKovas
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I thought about that but it seems to work with BoxShape

@PonasKovas
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Either way, I don't know about the technical side but if they're not meant to be scaled that seems kind of counter-intuitive and can be troublesome for new users, in my opinion.

@Calinou
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Calinou commented Mar 15, 2021

Either way, I don't know about the technical side but if they're not meant to be scaled that seems kind of counter-intuitive and can be troublesome for new users, in my opinion.

See #32975.

Either way, I'll close this as a duplicate of #41685.

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