Comments (2)
CSG nodes are just regular ConcavePolygonShape3D
under the hood, but Jolt's contact normals against triangle/mesh shapes like that tend to be a bit more "erratic" than Godot Physics' contact normals when you use a BoxShape3D
for your character, which can manifest in ways like what you're seeing in that issue.
This is made worse by the fact that Godot doesn't expose actual surface normals as part of its contact data, leading people to use the contact normals as surface normals, which they are not. There's a proposal up for adding proper surface normals (godotengine/godot-proposals#8324) to the contact data, which I might take a crack at implementing at some point.
Besides that, the issue you're seeing will likely be made better (but not perfect) by Jolt's new "internal edge removal" (seen here) that I will be adding to the extension shortly.
Apart from that, there's not a whole lot I can do about this from the extension side of things, unfortunately. I understand that the particular character controller you're trying to use doesn't support capsules, but capsules will likely fare much better than a box in general.
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many thanks
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Related Issues (20)
- Error regarding non-existent interface function when loading in Godot 4.2-dev2 HOT 1
- Unhandled override mode error with multiple worlds HOT 5
- [Feature Request] Make it work for 2D HOT 3
- Some area methods don't allow for space RIDs HOT 2
- `get_slide_collision_count()` not returning correct count. HOT 3
- AreaBody3D don't detect RigidBody3D's with body_entered HOT 3
- Area3D entered and exited inconsistent with Jolt Physics HOT 6
- Inability to remove jolt addon HOT 1
- Cylinder versus triangles yields over-exaggarated penetration depth HOT 6
- Area is null when interfacing with PhysicsServer3D HOT 1
- Question regarding scale HOT 7
- Inertia is not correctly reported and partial custom inertia is not supported HOT 1
- Ragdolls crashing game and causing odd visual effects. HOT 3
- Doesn't support 4.3 (dev builds) right now HOT 4
- One-way collision with kinematic body yields strange contacts and NaNs HOT 1
- All joints return Node3D type when referenced in code HOT 1
- Linux clang build doesn`t work HOT 2
- `JoltPhysicsServer` returns the direct state of bodies without a space in `_body_get_direct_state` HOT 1
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