Godot version: Godot 3 Beta 1
OS/device including version: Windows 10 64-bit
Issue description:
Bodies with scale = (0, 0) still collides with others.
Steps to reproduce:
scale = (0, 0)Minimal reproduction project:
Scale0Collision.zip
This is a standalone scene. Copy and open it in a project of yours.
I think that is an expected behavior. The object becomes a "theoretical point", which IMHO, should collide.
~Also:~
~Be careful to never scale your collision shapes in the editor. The “Scale” property in the Inspector should remain (1, 1). When changing sizing the collision shape, you should always use the size handles, not the Node2D scale handles. Scaling a shape can result in unexpected collision behavior.~
~https://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html#collision-shapes~
Edit: No longer the case in 3.1.
@timoschwarzer, this is no more the case in 3.1 ;)
@groud Oh, didn't know that :)
It's just that I disable my CollisionShape2D as the default setting for my body scene then forgot to enable it again a couple of times which wasted some bit of time.
Most helpful comment
I think that is an expected behavior. The object becomes a "theoretical point", which IMHO, should collide.