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Hi, I am trying to use this lib together with @react-three/fiber & @react-three/drei in the Expo project
"expo": "47.0.13"
"react-native": "0.70.5"
That's the demo in the docs I followed:
```typ…
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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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### What it is?
Hello i'm searching for a use case of using https://asset.party/api/Sandbox.TraceResult.Triangle.
There are currently no public code with an usage example.
So i started to inves…
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Would be good to support two environments:
- Running natively on Linux
- We'll use this as main development environment.
- Simulation physics & engine, and PX4 in a docker container
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#### Imported from https://bugs.launchpad.net/bugs/1708565
|Property|Value|
|----|----|
|Reported by|[David Richtmyer (dlrichtm)](https://launchpad.net/~dlrichtm)|
|Date reported|Fri, 04 Aug 2017 01:…
twpol updated
7 years ago
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**Godot version:**
3.3.2.stable
**OS/device including version:**
Linux Mint 20.1(Ubuntu 20.04 LTS)
**Issue description:**
When raycasting from the center of a KinematicBody to another K…
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## What problem does this solve or what need does it fill?
Bevy's fixed update loop by default uses a truly fixed timestep interval. The time simulated in each frame is always a multiple of the def…
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Since there have been a few issues popping up with the collision system flixel uses (see #1301, #1270, #1078), and seeing how the next version of Flixel will be 4.0.0, this seems like the perfect time…
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Investigate how to limit the number of physics bodies in simulation. Currently the engine will create physics bodies for all entities that have nodes with rigid bodies regardless of whether they're cu…
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**Describe the project you are working on:**
Working with multiple projects at different scales. See discussions at [#43547](https://github.com/godotengine/godot/pull/43547), [#41140](https://github.…