Godot: RigidBody apply_impulse not working with linear damping = 1 with Bullet physics

Created on 14 Dec 2017  路  5Comments  路  Source: godotengine/godot

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Arch Linux (also observed on Windows 10), Godot 3.0 beta-1

Issue description:

When using a RigidBody in character mode with linear damping = 1 then apply_impulse does not move the body at all.

When switching the physics server back to GodotPhysics then it works.

When using Bullet as a physics engine the result should be the same as with the old physics engine.

Steps to reproduce:

  • Create a RigidBody, set it to character mode. Make sure it doesn't fall down into the void of meaninglessness where you can't observe the bug.
  • Set linear damping to 1.

  • in _physics_process use apply_impulse.

  • see that it's not moving the RigidBody

  • switch to GodotPhysics

  • observe that it does move the RigidBody

Link to minimal example project:

ApplyForceWithDampingBullet.zip

archived documentation enhancement physics

Most helpful comment

I'll check it soon

All 5 comments

I'll check it soon

I've tested it and it seems fine. The damping in bullet works differently from Godot physics so this statment is not always true:

When using Bullet as a physics engine the result should be the same as with the old physics engine.

In this case the parameters should be changed according physics engines

So it's not a bug I guess? If so the documentation should be updated to mention this difference between both engines.

@akien-mga yes i think so

Superseded by godotengine/godot-docs#2161.

Was this page helpful?
0 / 5 - 0 ratings