Need help with physics bugging out

Godot Version

4.4.1 Stable

Question

I’m making a pool game and the que ball wants to guide across the lines of the Trimesh. Sadly, this also happens when I place down box collisions together at the same height. This glitch happens less when bounce is at 0 but still happens very often making the game unplayable. I’ve tried about every combination of the physics material on all of the objects. Everything else is accurate and works great. Any ideas on what is causing this weird bug?

I’ve attempted a lot, I changed the bounce and friction to different values even if it broke how the ball functioned when hitting other ones, I’ve changed the friction, absorbent value, rough value, changed from jolt to godot, and even upped the iterations of each check to 4 x the amount. There’s either a bug with the engine’s physics or I’m missing a setting that will help and I’m guessing its the second one.

Note: When it doesn’t actually change angle, it instead slows it down and causes the ball to spin.

Can’t you just use a quad for the collider mesh for the table surface?
It not outright a bug, maybe the triangles representing the surface are not quite flat (on the same plane) and there is a physical seam in the collider’s surface?

As mentioned in the post, quads / box collisions did not work because the pool table is not just a flat square floor and needs more than one box, there is holes in the corners and sides where a box collision would block portions if it was just one box and cause inaccurate physics interactions inside the game. The seam with the boxes would cause the exact same issue as the triangles in the mesh.

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As to answer the other part, I did check the mesh and every point in the floor is perfectly even.

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Have you solved this problem yet? I have the same problem.