Hey there, as you can hopefully see in the attached video I have a scene with part of the level being a mesh with StaticBody colliders and part of it being a GridMap. I built my movement around a specific Physics Material for the ground, but when I started working on the GridMap area and applied the same PhysicsMaterial to it, it never seemed to apply the appropriate friction. You can see the ball slipping a lot more on the checkered slopes of the GridMap even at angles the it has no problems with on the mesh. So I'm wondering if I'm missing something obvious. I also tried applying the material to each of the bodies in the scene I built the MeshLibrary from but I'm pretty sure that information gets stripped when making a MeshLibrary.
#Physics Material not applying to GridMap
12 messages · Page 1 of 1 (latest)
For the moment I'll just be putting the material with friction on the ball but this is not ideal for a physics based game where I want to be able to have different ground materials. Really hoping it's not just broken 😅
maybe the overwrite is not working correctly for your meshes? If i make a simple gridmap with a simple box and overwrite the physics like you did, it works.
the sphere is the rigidbody
Thanks for the sanity check I appreciate it. how did you produce the tiles for this? GLB file or just cube meshes? Wondering it could somehow be an import issue now
looks like you have a box shape for the collider and I have concave meshes so it's possibly that.
It turns out I can actually get the bounce to apply too. It's the friction that's a problem.
Testing in a new project now. I'm able to have the same physics material work on a gridmap with cube tiles and a cube staticbody Might just be an issue with my main project and some settings I tweaked somewhere.
Didn't run into issues in my testing project until I enabled Continuous CD on the rigidbody.
So at least I have a bit of a better idea now where the behaviour is coming from.
Never mind the continuous thing actually figured out the issue is that gridmaps don't seem to apply the rough property of the physics material meaning that it uses the combined friction instead of overriding. So rolling around my mesh it was applying a friction of 5 and then I guess on the tilemap somewhere around 2.5 because I have a low friction on the marble.
Good that you figured it out somewhat, if you can make a minimal example I think you should report the issue on github 🙂
"Thanks for the sanity check I appreciate it. how did you produce the tiles for this? " - I just clicked the Meshlibrary and manually clicked "add item" then you can edit it like it was a MeshInstance