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Objects sometimes fall into each other at low FPS #225
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thanks for the report, I'll try to look into it. Just a question, you say "at low FPS", how many FPS is that exactly? |
~8 FPS |
The lower the FPS, the more noticeable the effect. I can reproduce the issue at ~18 FPS (no GI), it's just less noticeable. |
Do you configure the |
No, I didn't configure it. I assume it is the default. |
I get the same issue even with high FPS, happens most of the times. You can see the bevy icon going sligthly through the floor. Friction and restitution both to 0 on the bevy icon and the floor. 2022-03-27.13-33-35.mp4 |
Ah, but that is rapier behavior I think. Or can you observe better behavior when using rapier directly (without heron)? |
In rapier I get the same behaviour, maybe Continuous Collision Detection can fix that but I haven't tested, because rapier seems a lot more complex than heron, I would like to test CCD in heron, but I can't find documentation about it. |
I would like to eventually add first-class support for ccd in heron (#199). Until then, here is how you can enable it yourself: #199 (comment) |
In my game, the character is represented as
RigidBody::Dynamic
and when linear velocity is applied to it, it sometimes falls into other objects at low FPS:Steps to reproduce:
2187ae14b5cebd72ab8939e85595de28a1516b51
(just in case).cargo run --features "gi" -- --preselect-hero North host
(with enabled GI in debug mode you should have low FPS).I tried enabling continuous collision detection, as suggested in #199, but it didn't help.
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