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I noticed that if I first add a Collider component to an object, and then I add a RigidBody::Dynamic component to the same object in another render frame, then the added Collider is not used when calc…
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The `RapierContext` resource is massive. It has the island manager, broad phase, narrow phase, CCD solver, physics pipeline, query pipeline, integration parameters, rigid bodies, colliders, and joints…
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A cuboid collider attached to a dynamic rigidbody gets stuck after contacting a polyline collider attached to a fixed rigidbody.
As shown in the video: when moving left and right on the square poly…
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### Tested versions
4.3-stable
I'm pretty sure this is the case across all Godot 4 versions. Not sure about Godot 3.
### System information
System info not needed.
### Issue description…
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I am playing with a ball like this
```
commands
.spawn(ShapeBundle {
path: GeometryBuilder::build_as(&shape),
transform: Transform::from_translation(Vec3::new(0., …
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I have some half finished buoyancy code using bevy_rapier. Do you think that fits in this library when its finished?
I'm somewhat hesitant to add dependencies.
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According to the bench mark here:
https://arxiv.org/pdf/2103.04616.pdf
Mujoco, a recently open sourced engine, would have alot to offer for this project. As far as I can tell, MuJoco(compared to r…
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I have a rigid body:
```
{ rigidBodies[props.index] = el; ref.current = el; }}>
...
```
If I change `props.physicsType` to "dynamic" (from "kinematicPosition"), the RB does not become dynami…
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This happes when trying to compile. I heard that this issue is happening due to a bug in the rust compiler so I switched to nightly and the error goes away and the project builds.
However once I run …
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Steps to reproduce:
- Go to the demo page: https://rapier.rs/demos3d/index.html
- Choose "triangle mesh" demo
- Play "start"
One capsule wont stop its moving.
Here is a video I took. I st…