Tobalation / Godot-floating-origin

A floating origin system for godot 3.x
The Unlicense
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Physics related issue. #1

Open Ermiq opened 3 years ago

Ermiq commented 3 years ago

Hi there. When the origin shifting is called from _physics_process() it leads to physics related glitches.
For example, I have a rigidbody-based vehicle and a proceduraly generated planet. I ride for some time and then when the origin shifting happens the vehicle either flies away into the space due to gigantic force being applied to it because of the planet translation, or it just getting stuck inside the terrain collider.
If the shifting is called from _process(), everything is fine.

spatoa commented 3 years ago

What do you think the main difference between calling from _process() and _physics_process() could be? Apart from the minor physics issue being worked around, what other differences could this change make?