#Physics - bullets going through floor

1 messages · Page 1 of 1 (latest)

modern condor
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Hi,
I'm trying to understand Godot physics, but struggling to understand what I need to do to solve this situation where some objects collide and some others don't.
Regarding this doc: https://docs.godotengine.org/en/stable/tutorials/physics/troubleshooting_physics_issues.html#objects-are-passing-through-each-other-at-high-speeds
One suggestion seems to be making the floor thicker. I am using a Plane currently, is this wrong? Should I be using a rectangle instead so I can give it thickness?
The other suggestion is increasing Physics Ticks Per Second. This seems like a last resort measure?
Any advice or pointing me in the right direction would be much appreciated!

vapid cosmos
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This was a problem i had while creating projectiles in godot

You can increase the floor's thickness which will help, but also go into the bullet scene(which i assume is a rigidbody)
And turn on continous collision detection

modern condor
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Thank you for the suggestions
I have turned on Continuous CD, as well as making the floor 1.0 thick.
It's still unfortunately not fixed the issue.
By the looks of it, it seems related to angle of collision?
I'm too new to Godot to figure out what could be going wrong

wise saddle
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Personally i make bullets perform a raycast before advancing so they can check if there is something between their current and next position. You can also replace the bullets with a StaticBody3D and use move_and_collide()

modern condor
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I have gone with just ignoring the problem for now. I'll come back to it when I understand Godot more! 😄