How can I stop small objects phasing through terrain collider

Godot Version

4.3

Question

I’m having issues with small (not even really fast-moving) objects falling through my custom collider using a ConcavePolygonShape3D.

I have tried enabling Continuous CD on the objects that have the issue, and while it does help somewhat, the issue still happens. I also tried updating the physics tick amount per second setting to 120, which did seem to help a good amount, but I still got the issue occasionally, and I’m not sure if that’s a great solution considering how much of a constant performance hit the game would take for a relatively small benefit, since my game is not heavily physics-based (I’m not sure how much of a hit it would be, it could be fairly small).

I also tried to take my collision shape for the terrain and extend it down to give it more thickness, but as far as I am aware I can’t do that with a ConcavePolygonShape3D since it will make the collision hollow, and I also can’t use ConvexPolygonShape3D since my terrain can be concave in some places.

The only thing that seems to definitely work is increasing the physics tick amount per second, but again I’m not sure if I’m missing something and there’s a better solution to this. I feel like I should be able to create some kind of thick/filled concave polygon shape, but I couldn’t see if there was anything like that.

the default godot physics engine is bad. for games that relay too much on physics use a different physics engine like Jolt.
you can find and install jolt in the downloads section of the editor, it fixes these problems, no need to CCD or any hacks.

there was also Rapier but I don’t know much about it.

1 Like

Switching to Jolt solved all of my physics-related problems, even others that I hadn’t gotten around to trying to fix yet, so thank you for the suggestion!

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