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I'm creating a space game shooter with procedurally generated asteroids, using Polygon2D as collision. The problem is that using CollisonPolygon2D slows down when generating the collision, so I'm using a ConvexPolygonShape2D instead. Now, when I'm colliding the ship (also a Rigidbody2D) into the asteroid, it starts to glitch a lot, without being able to exit the collision.
CollisionIssue.mp4
Steps to reproduce
Create a ConvexPolygonShape2D based Rigidbody2D and set the points in a script;
Create another Rigidbody2D that will collide with the first rigidbody;
Use Debug>Visible Collision Shapes to visualize the collision contact points.
It seens that it isn't actually a bug, it is in actually a expectable result if trying to assign points to the ConvexPolygonShape2D that isn't convex, it means that you need to convert a cloud of points to a convex hull points (that's why we have the set_point_cloud function in ConvexPolygonShape2D).
So I'll propose a change on documentation to include a warning to use convex hull points instead of concave points
Godot version
v3.3.2.stable.official
System information
Windows 10
Issue description
I'm creating a space game shooter with procedurally generated asteroids, using Polygon2D as collision. The problem is that using CollisonPolygon2D slows down when generating the collision, so I'm using a ConvexPolygonShape2D instead. Now, when I'm colliding the ship (also a Rigidbody2D) into the asteroid, it starts to glitch a lot, without being able to exit the collision.
CollisionIssue.mp4
Steps to reproduce
Minimal reproduction project
Issue.zip
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