Godot Version
4.4.1
Question:
So, as I was working with my game’s projectiles and testing for kinks on stream, I noticed that my projectile’s clip through bodies…
BUT, only if moving at a speed greater than 350 m/s, the camera is facing in an upward direction, AND is facing a specific angle at the edge of bodies.
The angle in question:
The exact issue is that the projectile doesn’t collide with the body as it moves toward the center of the crosshair (It’s small, but it’s there), causing the projectile to clip through the wall as it’s shot from the crosshair.
This collision problem is QUIRKY, so say the least. There’s a lot of moving parts and potential pitfalls I could stumble into.
However, with this question, I could just use some information rather than a clear-cut solution. Because this is more fascinating than frustrating. Plus, I don’t need to spend hours in analysis paralysis for horrifically rare edge cases.
This is my projectile scene:
I use an Area3D node to detect body and area collisions.
I use the Jolt physics engine (I’m not forgetting to mention that this time). I use it because it [mostly] works better than Godot’s in-house physics engine out of the box.
I checked out some Jolt 3D settings to see if I could improve collision consistency with high-speed projectiles. It’s located in Project Settings > Physics > Jolt Physics 3D
I saw a setting called position steps, that by default is set to 2. I tried some different options, but 10 was what I needed do to partially mitigate the issue.
Now, I’m not sure if that’s a “good solution” or not. That’s why I’m asking this question.
How will this affect game performance overall? Because while projectiles are everywhere, only the server calculates physics, while the client’s see the replicated position.
Also, tell me more about physics in general. I could really learn how to handle all of this.
Apologies if this topic felt a bit scattered, I’m just having a lot of curious ideas at once.





