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body_shape property of body_shape_entered signal always returns 0 regardless of which shape is touched #48282

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TheConceptBoy opened this issue Apr 29, 2021 · 1 comment

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@TheConceptBoy
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Godot version:
3.3.0

Issue description:
Say I have a rigid body of a door and it has 2 collision shapes, one for the handle and one for the body of the door. I can use an area node to detect if my VR hand controller is touching the door knob and report on that only. I would imagine that the body_shape_entered signal's body_shape property would report on the index of the shape that belongs to the rigid body, which the area has collided with. However when tests, all shapes were reported as 0.

This is not limited to VR
body_shape_debug.zip

*reproduction
Rigid Body
---collision_shape_1
---collision_shape_2
---collision_shape_3
---collision_shape_4

Minimal reproduction project:

@Calinou
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Calinou commented May 15, 2021

Duplicate of #19290. As a workaround, switch to the GodotPhysics engine instead of Bullet in the Project Settings.

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