Godot: Scaled RigidBody should show a node warning in the scene tree as it's something that should not be done

Created on 23 Jan 2017  Â·  17Comments  Â·  Source: godotengine/godot

Bugsquad edit: Repurposed the original issue to handle the suggestion in https://github.com/godotengine/godot/issues/7615#issuecomment-274485461


Operating system or device - Godot version:
v2.1.2

Issue description:
The player model enlarges a lot of times when I run the program than in the edit mode,anyone knows how to solve it?
I have uploaded the screencasts which reflect the problem here:
In the edit mode:
cast
When I run the program:
cast1

And the tscn file here(Level1.tscn/Spatial/Player_1 in the zip file):
question_asked.zip

Steps to reproduce:
just create a new project,unzip the file and open Level1.tscn

Link to minimal example project:
:
question_asked.zip

enhancement junior job editor usability

Most helpful comment

yes, to avoid this problem, a warning sign will appear in the RigidBody to
let you know it will not work the moment you scale it.

On Mon, Jan 23, 2017 at 10:27 PM, avencherus notifications@github.com
wrote:

Heya. Felt compelled to add my novice experience to this discussion.

When I first bumped into this, took me a while to figure it out. It wasn't
intuitive or consistent with the rest of the Godot node design. Since
RigidBody extend other nodes, they imply that it will accept
transformations in the same hierarchical manner as everything else.

I understand now that it's not sensible for the physics body to scale, but
it would be nice if the transforms were at least coherently forwarded to
the collision shapes and child nodes. IE - Scaling up the meshes, sprites,
collision shapes, etc. There would be some value in having games objects
that are made from physics bodies that could grow and shrink using the
existing node semantics.

As it is currently, it seems to be scaling the child nodes in editor, and
then you're in for surprises when you run it. They certainly have an
awkwardness because of their unclear exceptions.

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All 17 comments

likely you scaled a rigidbody instead of the mesh. rigidbodies can't be
scaled

On Mon, Jan 23, 2017 at 9:39 AM, ghur notifications@github.com wrote:

Operating system or device - Godot version:v2.1.2

Issue description:
The player model enlarges a lot of times when I run the program than in
the edit mode,anyone knows how to solve it?
I have uploaded the screencasts which reflect the problem here:
In the edit mode:
[image: cast]
https://cloud.githubusercontent.com/assets/25295784/22201272/d97d55dc-e19d-11e6-9a3b-aa2b1dae116c.gif
When I run the program:
[image: cast1]
https://cloud.githubusercontent.com/assets/25295784/22201511/e67da09c-e19e-11e6-8e0c-f122fe68a540.gif

And the tscn file here(Level1.tscn/Spatial/Player_1 in the zip file):
question_asked.zip
https://github.com/godotengine/godot/files/723497/question_asked.zip

Steps to reproduce:
just create a new project,unzip the file and open Level1.tscn

Link to minimal example project:
:

question_asked.zip
https://github.com/godotengine/godot/files/723497/question_asked.zip

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@reduz Solved,thanks.

we should add one of those node warnings when the rigid body is scaled

On Mon, Jan 23, 2017 at 10:15 AM, ghur notifications@github.com wrote:

Closed #7615 https://github.com/godotengine/godot/issues/7615.

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Kind of duplicate of #5734, but repurposing this issue for adding warnings for scaled RigidBody's (while the other one is about making it possible to actually scale them).

What about disabling rigid body scaling in the inspector?
And lock the scene editor resize tool, like is done with the pivot tool on 2D.

set_scale could show a warning on the console too for a complete "can't do this" thing.

@eon-s What if you scale the parent of the rigidbody? The lock-down would get way too expensive if we have to check all children.

@bojidar-bg that affects even the the simple warning, but the rigid itself should have the option locked, like the pivot as I mentioned.

Heya. Felt compelled to add my novice experience to this discussion.

When I first bumped into this, took me a while to figure it out. It wasn't intuitive or consistent with the rest of the Godot node design. Since RigidBody extend other nodes, they imply that it will accept transformations in the same hierarchical manner as everything else.

I understand now that it's not sensible for the physics body to scale, but it would be nice if the transforms were at least coherently forwarded to the collision shapes and child nodes. IE - Scaling up the meshes, sprites, collision shapes, etc. There would be some value in having games objects that are made from physics bodies that could grow and shrink using the existing node semantics.

As it is currently, it seems to be scaling the child nodes in editor, and then you're in for surprises when you run it. They certainly have an awkwardness because of their unclear exceptions.

yes, to avoid this problem, a warning sign will appear in the RigidBody to
let you know it will not work the moment you scale it.

On Mon, Jan 23, 2017 at 10:27 PM, avencherus notifications@github.com
wrote:

Heya. Felt compelled to add my novice experience to this discussion.

When I first bumped into this, took me a while to figure it out. It wasn't
intuitive or consistent with the rest of the Godot node design. Since
RigidBody extend other nodes, they imply that it will accept
transformations in the same hierarchical manner as everything else.

I understand now that it's not sensible for the physics body to scale, but
it would be nice if the transforms were at least coherently forwarded to
the collision shapes and child nodes. IE - Scaling up the meshes, sprites,
collision shapes, etc. There would be some value in having games objects
that are made from physics bodies that could grow and shrink using the
existing node semantics.

As it is currently, it seems to be scaling the child nodes in editor, and
then you're in for surprises when you run it. They certainly have an
awkwardness because of their unclear exceptions.

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@reduz should RigidBody2D also display a warning ?

yeah, I guess so

On Tue, Jan 24, 2017 at 3:13 AM, Wilhem Barbier notifications@github.com
wrote:

@reduz https://github.com/reduz should RigidBody2D also display a
warning ?

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I think all types of CollisionShapes should also issue such a warning when resized scaled.

CollisionShapes are fine to be resized, I think the problem is some of them
(sphere or capsule) do not work well if the scale is non uniform

On Tue, Jan 24, 2017 at 6:19 AM, Rémi Verschelde notifications@github.com
wrote:

I think all types of CollisionShapes should also issue such a warning when
resized.

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Hm, in my experience scaling a CollisionShape (even uniformly) would cause weird issues in the physics engine. I've always seen people advising not to scale them, but to instead change their size properties.

Edit: Right I wrote "resized" above, I meant "scaled".

I reopened this issue, please don't close it.

Is the common agreement here that we need an Editor Warning on all the _collider_ objects if the scale != (1, 1)? Or is it at the RigidBody-level?

Is this being worked on BTW?

collider objects should work, the problem is the body itself

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