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Added a stuckTimes counter, and Logic to do certain actions when reaching certain counts
ex:
after x tries, move to next step instead of just resetting current step
after x tries, exit duty
obvi…
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A mode (perhaps an extension to edit mode?) in which all colliders in a world could be visualized, edited, and replaced.
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Interpolation on NetworkTransform in Netcode moves whatever GameObject that has the NetworkTransform component. This means that if this GameObject also has colliders it is possible for identical tick …
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When I hit [Select Enabled] and [Copy Settings to Selected] in 4.2 it doesn't copy and this appears on the console:
```
Traceback (most recent call last):
File "C:\Users\guest\AppData\Roaming\B…
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### Describe the bug?
Snappers do not and have never respected the autosnap boolean.
Instead whether a snapper will autosnap to a target has been dependent on whether there is a hot collider on the …
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Is anyone having Issues with Collisions?
On my end, when I enable collisions, it just SNAPS to the collider like a magnet. Tried on 4.1 and 4.2
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**Is your feature request related to a problem? Please describe:**
With only convex shapes available for physics tests, games made in Defold are limited in their ability to utilize physics collisions…
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Didn't want to hijack #246 since my conditions are different, but I am running into my own crash for the epa3.rs `*self.heap.peek()` statement. I can reliably encounter it in the wild, but despite my…
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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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I have a pretty simple example of a generic impl that I am very excited to use typetag to deserialize eventually, so thus I would like to open this issue as a friendly reminder of the limitation :-)
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