Godot Version
My version of godot is 4.6. I’m not exactly sure if this version has any bugs in regards to physics, but if it does it’d be nice to know ^-^
Question
I’ve been trying to make a system where you can drop items, and it has been going smoothly, however the generated rigidbody3d’s & subsequent collisionshape3ds are not colliding with the generated staticbody3d’s (which work fine) or my characterbody3d. I turned on continuous_cd, set max_contacts_reported to 10 and turned on monitor_contacts, none of them report any collisions. all objects only have collision mask 1 and collision layer 1. Why is this happening?
Your StaticBody3D has a warning, what is that about?
It mentions that the node has no shape, but when I run the game a bunch of collision shapes are generated from the Geometry node and placed directly into the StaticBody3D
How are the static collision shapes generated? There could be something wrong with the generator. Have you tried running it with visible collision shapes? What about using basic shapes like a World Boundary?
For each mesh that’s inside of the Geometry node a ConcavePolygonShape is generated and inserted into a CollisionShape3D- and yeah all collisionshapes are visible when I playtest
Given that CharacterBody3D is able to collide with the StaticBody3D, I would assume that a Rigidbody3D would be able to do the same but I guess not
Also I didn’t think about trying a world boundary im gonna do that real quick
Yeah no the item just falls through the WorldBoundary
Using concave collision for RigidBodies is going to cause a lot of trouble and performance issues, concave is the worst type of shape. RigidBodies should use the simplest shape you can reasonably approximate, try a capsule or cylinder shape if this white tube is your RigidBody
I switched to convex shapes and it immediately fixed the problem, though while i was doing that I created a separate sphere RigidBody and it collides properly with a concave surface.
I got a little confused but i realized that the item’s collision also uses a concave shape so im assuming that concave to concave collision doesn’t pair well together lmao
either way tysm!! this helped alot 