Describe the project you are working on:
Describe the problem or limitation you are having in your project:
Various Github issues relating to CCD problems e.g. #16505
Describe how this feature / enhancement will help you overcome this problem or limitation:
Allow increased accuracy without increasing physics fps to v. high values... users can tweak solver iterations as part of the physics tuning for their particular config/requirements
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:
Describe implementation detail for your proposal (in code), if possible:
Moving hardcoded settings to Godot UI e.g. here
If this enhancement will not be used often, can it be worked around with a few lines of script?:
no but you can change the hardcoded setting and recompile :)
Is there a reason why this should be core and not an add-on in the asset library?:
Out of curiosity, which value do other Bullet-using games typically use? Maybe we could tweak the default value to fit more use cases.
Maybe we could tweak the default value
There is no and cannot be a standard value. In one game, there is enough signal to fix the collision, and in another, and all the capabilities of the Bullet is not enough. Only the project author can determine the priority: performance or accuracy.
I鈥檝e been in Godot since version 2.x, now it鈥檚 already on the horizon 4.0 ... There used to be a physical engine of Godot, now it鈥檚 a physical engine of Bullet ... Forgive me if I鈥檓 rude, but I鈥檒l say as it is ..., the physics in all versions of Godot is invariably large a piece of shit. For show - yes, for a more or less serious project - it is impossible to use. I'm not talking about fashionable "features", it鈥檚 at least about the normal processing of solids ... it's a real pain ...
I'm Please, pray, adjure... include this in Godot 4.0!
Most helpful comment
Out of curiosity, which value do other Bullet-using games typically use? Maybe we could tweak the default value to fit more use cases.