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I have an entity that is is loaded as a prefab from the pipeline like:
```
[[pipelines]]
type = "Models"
sources = ["*.glb"]
[pipelines.collider]
type = "FromModel"
```
The entity looks…
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Currently the C++ implementation of flow is buggy. It currently is its own little mini-segment of a physics engine. It should be refined and fixed, but is it easier to try and fix the current implemen…
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### Godot version
3.3.2 stable
### System information
Windows 10 GLES2
### Issue description
In godot, an area object can override the gravity in a collision shape.
However when ther…
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Hello,
Great project! Thanks for sharing!
I want to ask you whether you have made some comparisons with other libraries. For example:
- Physics quality and speed compared to Bullet or ODE
- …
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**Is your feature request related to a problem? Please describe.**
I'm always frustrated when MMD does not provide Physics recording function. MikuMikuMoving has that function but
it is noting…
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Hi guys,
I know you have a lot on your hands already right now, but hopefully you'll take notice here.
### We really **need** more extended physics.
I know it's been said before, but, this is a r…
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I am still new to godot so if a setting/option exists that makes the capsule have accurate collision mesh that would be great if not then this is an issue.
**Godot version:**
3.2.3 GLES3
**OS…
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### Godot version
3.4
### System information
Windows 10
### Issue description
Besides the peculiarities already on scaling physics bodies correctly without causing collision issues. I s…
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**Godot version:**
3.2.3-stable
**OS/device including version:**
Linux
![image](https://user-images.githubusercontent.com/8739690/112060560-a3b99500-8b5d-11eb-917c-c57fe009afa2.png)
**Iss…
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### Godot version
4.0.2
### System information
Windows 10, RTX3070
### Issue description
When creating a trimesh static body in Godot 4, the performance drops significantly (from solid 165fps to …