Godot: This shape is not supported to be kinematic (3D)

Created on 22 Dec 2017  路  4Comments  路  Source: godotengine/godot

Godot version:
Build latest from GitHub (v3.0.beta.custom_build)

OS/device including version:
Os: Solus Os 3 (64-bit)
Graphics: GeForce GTX 760
Processor: i7-2600

Issue description:
Made model in Blender and exported with Better Collada (used -col), imported into Godot and when run I getting warning _copyAllOwnerShapes: This shape is not supported to be kinematic! At: modules/bullet/rigid_body_bullet.cpp:241_

Not sure this is a bug or I made something wrong when making model/exporting/importing.

If need I can upload dea file

archived bug discussion physics

Most helpful comment

The error message isn't very helpful though. I spent a long time trying to figure out how to properly import my model when I finally realized the problem wasn't the model at all, it was the plane collision shape I added to it.

Could we update the error message to "{kind of shape} is not supported to be kinematic!" to aid in debugging?

All 4 comments

This is not a bug, You can move only primitive shapes and convex shapes

The error message isn't very helpful though. I spent a long time trying to figure out how to properly import my model when I finally realized the problem wasn't the model at all, it was the plane collision shape I added to it.

Could we update the error message to "{kind of shape} is not supported to be kinematic!" to aid in debugging?

Also I want to note that this issue in my case resulted into a massive frame rate drop.
Once I solved this issue my FPS went up from ~20FPS to ~60FPS.
Maybe the Plane collision shape node could indicate being falsely assigned by being red or something.

Update: Looks like the FPS change was coincidental.

Closing because this is not a bug. There is a warning already specifying this.

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