Body clipping with big body at normal speed?

Godot Version

Tried with 4.6 stable and 4.6.2 stable

Question

I need the player to collide reliably with some really big bodies that will go really fast. The player clipped a lot so I tried with a test scene and... It doesn't even work at normal speed? I noticed the main issue was the big body collider shape, it uses a slighly complex trimesh generated from a mesh, concave. It's a clean shape, closed, I think non-manifold even, it should work properly. Using a default box for the big body makes it work. You guys can see for yourselfs in the video, any suggestion can be usful. I'm starting to lose my mind with this issue, tryed too many things.

Approximate it using a series of convex colliders. You can also try increasing physics tick rate.

i did split in convexes in the last part of the video. now i did with better hand made ones but i get another bug where the small box goes away at constant speed… is this an engine bug?

also sorry i didnt mention what i tried. yeah i tried increasing ticks, frame steps, changeing physics engine, moving the animatable collider by code instead of animation (and disabling the sync_to_physics) but nothing works…

Do manual collision checks using move_and_collide() or test_move() and subdivide the motion vectors into steps so that the size of a step is always smaller than collider dimensions.

That small box looks like a bug in your code.

but my only code is the one on the video, one line with “move_and_slide()“. thanks for trying to help btw