Open pthrasher opened 5 months ago
it seems like box2d's friction calculation works completely different from godot physics's calculation such that the "rough" field means nothing. if you do need the roughness feature it seems like you'd have to compile your own version of box2d (although it seems like this wouldn't be too hard -- box2d's friction calculation is about one line long). in any case, though, the thing definitely shouldn't fail in the way it does. i'm planning on modifying this extension for my own game so i might be able to figure out why that happens.
i think i've figured it out:
get_computed_friction
which usually returns the friction value, but when the material is rough this returns the negative of the friction value. it seems like the computed friction is the one that is actually used everywhere, so this is the one that i'm guessing gets passed into box2d.there are two solutions to this:
Describe the bug When physics materials differ in 2d collisions, and rough is checked on one of the materials, collision happens, and then the body appears to be removed from the world.
To Reproduce Steps to reproduce the behavior:
Expected behavior I expected the rigidbody to appropriately react to the static body rather than disappearing.
Project PhysMatProblem.zip
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