Closed hodayfa000-h closed 1 month ago
This repository is for the Jolt physics engine in general. You should be reporting this issue to the Godot Jolt repository instead. Please open a new issue there and provide more details surrounding the exact circumstances of your issue. The current description is a bit too vague.
With that said, if I had to guess, I suspect you're likely running up against the discrepancy of the hit_back_faces
parameter behaving differently[^1] compared to Godot Physics, which is something that's been fixed recently but which I haven't had time to cut a new release for yet. If you just disable that parameter (which you'll find on the RayCast3D
node as well) you should see the same behavior as with Godot Physics.
[^1]: Jolt considered all shapes to have back-faces, including convex shapes (spheres, boxes, capsules, etc), as opposed to Godot Physics which only considers triangle-based shapes to have back-faces, meaning ConcavePolygonShape3D
and HeightMapShape3D
.
This repository is for the Jolt physics engine in general. You should be reporting this issue to the Godot Jolt repository instead. Please open a new issue there and provide more details surrounding the exact circumstances of your issue. The current description is a bit too vague.
With that said, if I had to guess, I suspect you're likely running up against the discrepancy of the
hit_back_faces
parameter behaving differently1 compared to Godot Physics, which is something that's been fixed recently but which I haven't had time to cut a new release for yet. If you just disable that parameter (which you'll find on theRayCast3D
node as well) you should see the same behavior as with Godot Physics.Footnotes
- Jolt considered all shapes to have back-faces, including convex shapes (spheres, boxes, capsules, etc), as opposed to Godot Physics which only considers triangle-based shapes to have back-faces, meaning
ConcavePolygonShape3D
andHeightMapShape3D
. ↩
oh I didn't know, sorry about that! I will try that if it doesn't work I'll report to there with more details.
Hi, I am new to Godot and lately I heard about JoltPhysics, cool... it solves stuff and improves performance, however when switching to it, for some weird reason RayCast3D from direct space state doesn't behave normally, yet when I use the default physics engine, It works Just fine! any solutions? because it makes it unusable, I use Godot version 4.3 Mono Stable.