Closed prarabdhb closed 3 years ago
i think the only impact of that change is that it uses matrix and matrixautoupdate=false instead of pos/rot. collisions must work, all the examples have collisions working. could you make a quick repro?
I further tried to figure out the error. The collision works fine actually.
After collision, I change the position of a Sphere
. I use a Vector3 to change the position of the sphere.
The difference is that earlier z = 0
was a different point in my scene, and after this upgrade, the z = 0
point has changed, therefore the calculations don't work as I expect them to work. (If I add a specific offset to my z
variable calculations, the behavior returns to normal)
Could there be any change with respect to this in this commit?
how do you change the position of the sphere? by just calling object.current.position.set(...) ?
Yes, we follow this method.
Hi, any help on this?
Hi @prarabdhb, to better help you, a codesandbox that reproduces your z-offset issue would help. As mentioned, examples found in this library haven't suffered from this issue you're facing between versions.
Closing as irreproducible / unlikely a bug.
The collision logic has started behaving unexpectedly after I upgraded from 2.2.1 to 2.5.0
On further inspection, the issue starts happening after this commit https://github.com/pmndrs/use-cannon/commit/cd7427705506fea3bb700e4a748dbee8271e67af
Are we expected to change something to ensure that the collision logic works after this commit? Couldn't find anything in the Readme or Release Notes