Mikael Hermansson
Mikael Hermansson
I've run this through a couple of different projects now, and I can't spot any obvious regressions. I also created a tool script to do something similar to the MRP...
@stijn-h I realize this PR has been pending for quite some time now, but are there any plans to address the latest feedback here and try to bring this across...
Would you mind sharing that scene/project?
I only see an empty floor in `node_3d.tscn`. It looks like `nod4EC.tmp` contains a scene that looks sort of like your screenshot though. Did you forget to save before zipping...
Yes, thank you for providing the project, I was able to reproduce the issue. It seems you beat me to the punch with figuring out part of the solution, but...
> Another thing that caught me by surprise is the effect of the shape margins on this problem, specifically when using a single `StaticBody3D`. I was of the belief that...
> I don't know why the final velocity after move_and_slide would be zero or so close to zero however as that should only really happen when colliding straight on with...
I will also say that setting the margin to 0 has been shown to produce some problematic collisions when you're dealing with something like a `BoxShape3D`/`CylinderShape3D` character that itself is...
> This function uses `Shape::GetSupportingFace` which gives the original faces without convex radius, so in principle it shouldn't matter what the convex radius of the box is. (If I haven't...
> [@mihe](https://github.com/mihe) I assume that an extra call to `JoltSpace3D::try_optimize` needs to be placed for running in the editor, but I don't know what the best place would be. Yes....