Open kubecz3k opened 2 years ago
cc @pouleyKetchoupp
I can confirm this on 4.0.alpha 1b057e18f.
This is caused by the floor's collision shape being too thin (0.1 units). Making it 1 unit instead solves the issue on my end. The issue is therefore similar to https://github.com/godotengine/godot/issues/9071, except it's happening with individual contacts rather than the entire body.
Probably worth to mention, I did similar test on Godot 3 and I was unable to reproduce similar behavior on mass = 1000 (weight 9800) with physic tick rate at 10 (on gif tick rate=20, mass = 100kg)
Can you test this with the 3D physics engine set to GodotPhysics in 3.x? Also, please upload the minimal reproduction project for Godot 3.x.
cc @pouleyKetchoupp
He's no longer involved in Godot, so please don't ping him in the future.
Even taking into account new information from @Calinou I'm unable to reproduce in 3.4.4. Attaching 3.4.4 project if anyone feels like experimenting ShakyCollisionTest.zip (again not a reproduction since can't reproduce)
I can reproduce it in 3.5-rc6 and also 3.4.4, both with Godot Physics. It doesn't happen frequently though. Opening multiple Godot processes seems to reproduce it more quickly, but I was also able to reproduce it in a single process. The above ShakyCollisionTest.zip has the physics engine set to Bullet. I also wasn't able to reproduce it with Bullet.
Godot version
c41e4b10c3317f837d4b3ece2fb725a8067d884b (4.x)
System information
Ubuntu 22.04
Issue description
By lowering physic tick rate to 30 I was able to observe that some bodies in the project I'm working on are trapped in kind of endless feedback loop and they are unable to rest:
Probably worth to mention, I did similar test on Godot 3 and I was unable to reproduce similar behavior on mass = 1000 (weight 9800) with physic tick rate at 10 (on gif tick rate=20, mass = 100kg)
Steps to reproduce
Minimal reproduction project
rigid_shake.zip