Collision Detection with ShapeCast2D is inconsistent with Rapier2D. This works perfectly fine when using Godots built in physics, but not with Rapier2D.
To Reproduce
Create a RigidBody2D and the children CollisionShape2D and ShapeCast2D, then apply a force towards RapierStaticBody2D with child CollisionShape2D
Then try detecting the collision with ShapeCast2D With ".IsColliding()" function. You will notice sometimes the detection does not happen even though it collides, which seems to be more consistent at not detecting when colliding at slower speeds.
Expected behavior
Collision to be always detected upon impact
Environment:
- OS: [Windows 10 IoT Enterprise LTSC 21H2 19044.6937]
- Version: [Latest]
- Godot Version: [4.6.2.stable.mono]
- Type: [cross platform deterministic 2D]
Example project(RapierBug.zip)
Collision Detection with ShapeCast2D is inconsistent with Rapier2D. This works perfectly fine when using Godots built in physics, but not with Rapier2D.
To Reproduce
Create a RigidBody2D and the children CollisionShape2D and ShapeCast2D, then apply a force towards RapierStaticBody2D with child CollisionShape2D
Then try detecting the collision with ShapeCast2D With ".IsColliding()" function. You will notice sometimes the detection does not happen even though it collides, which seems to be more consistent at not detecting when colliding at slower speeds.
Expected behavior
Collision to be always detected upon impact
Environment:
Example project(RapierBug.zip)