#KinematicPositionBased does not collide with Fixed rigid body (bevy_rapier2d)
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KinematicPositionBased does not collide with Fixed rigid body (bevy_rapier2d)
That would seem to be the case, according to https://rapier.rs/docs/user_guides/bevy_plugin/rigid_bodies#position at least.
The real-time simulation of rigid-bodies subjected to forces and contacts is the main feature of a physics engine for
That would seem to be the case
You mean, using velocity-based kinematic body instead? In #math-and-physics I came to conclusion that I would need to use forces with dynamic rigid bodies.
Either one should work - the main point being using something that moves based on velocity rather than position.
I'll try to use KinematicVelocityBased. Seems to be easier and more convenient than dealing with forces...