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Description
Describe the bug
Normally, in Godot, Rigidbody2Ds aren't affected by parent transforms (after initialization).
When Rapier is used, they are affected by parent transforms.
Although this creates confusing behaviour elsewhere as well, this is particularly troublesome with PhysicalBone2D, as parent-child relationships are extensively used there.
To Reproduce
Steps to reproduce the behavior:
- Download this example project, (taken from here) for testing PhysicalBone2D. Left is Skeleton2D w/ PhysicalBone2D, right is just rigidbodies with pinjoints.
- Run the project, to see how things should be.
- Install the Rapier physics engine into the project, and change the 2D engine in the settings to Rapier.
- Run the project again. Notice the strange behavior of the left humanoid.
Expected behavior
A clear and concise description of what you expected to happen.
Rigidbodies should not be affected by parent transforms after initialized.
Environment:
- OS: Linux (NixOS)
- Version: unstable, w/ flakes
- Godot Version: 4.x
- Type: parallel simd 2d
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bugSomething isn't workingSomething isn't working