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Add warning for using concave shape on CharacterBody3D #86576
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This wording isn't correct, it should be more clear, CharacterBody3D
does support this shape, it just isn't recommended:
When used for collision, ConcavePolygonShape3D is intended to work with static CollisionShape3D nodes like StaticBody3D and will likely not behave well for CharacterBody3Ds or RigidBody3Ds in a mode other than Static.
The warning should match the one for RigidBody3D
instead
Initially I found this description to be wordy, but I see what @AThousandShips is saying - you can use concave shapes, it just won't work with moving bodies. |
The warning should be descriptive, so it shouldn't be changed for I would suggest to update both descriptions to be clearer that it's not recommended to use these Edit: It might refer to the freeze mode of |
The physics team would have to confirm but I think the documentation for the shape needs to be made more clear, something like:
Or something like that And then change all the wordings here to align with that, saying something like "not recommended", take the scale warning below as a reference I think wordiness here is not a problem, on the contrary the warning should be clear and detailed to avoid confusion and misunderstandings 🙂 |
I just did a little bit of testing by using a RigidBody3D (with convex collision shape) and pushing it into a RigidBody3D and CharacterBody3D, both with concave shapes. When the RigidBody3D is set to freeze/static, the concave shape does actually work for collisions. It behaves exactly like a StaticBody3D in that case. I think CharacterBody3D does not work at all with a concave collision shape (as far as I can tell). It doesn't interact with a StaticBody3D (my floor) or the RigidBody3D with a convex shape.
I like this. Could split out the description for RigidBody3D and CharacterBody3D: RigidBody3D:
CharacterBody3D:
Edit: looks like there is probably one more comment to clean up, but I haven't worked with WorldBoundaryShape3Ds so I'm not sure what the comment should actually be.
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I suggest adding the same warning for VehicleBody3D and VehicleWheel3D, as these have the same constraints due to their dynamic nature.
Makes sense. I took another look, and it appears that VehicleBody3D is (currently) the only node that inherits RigidBody3D. So I updated the code to use a string substitution in the RTR - not sure if we prefer writing out the strings verbosely. Also, to me it seems that VehicleWheel3D shouldn't have a CollisionShape3D added to it since it doesn't inherit CollisionObject3D, so I didn't add a warning for that. Edit: I should say that there's a separate warning for attempting to parent a CollisionShape3D to a VehicleWheel3D, so that's covered |
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Tested locally, it works as expected.
Looks good! Could you squash the commits? See PR workflow for instructions. |
Additionally updated descriptions for RigidBody3D and VehicleBody3D
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Sorry - missed that in the documentation for amending commits. Will do it that way next time |
Thanks! And congrats for your first merged Godot contribution 🎉 |
As per #86574
Tested a simple scene to confirm that ConcaveShapes do not work for collisions on CharacterBody3D (same as RigidBody3D).
Added the following node config warning:
I didn't update the language documentation as I assume that's handled separately
Bugsquad edit: