Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Bullets physics questions, Area or KinematicBody, tunneling #5

Open
dmaz opened this issue Nov 9, 2021 · 3 comments
Open

Bullets physics questions, Area or KinematicBody, tunneling #5

dmaz opened this issue Nov 9, 2021 · 3 comments

Comments

@dmaz
Copy link

dmaz commented Nov 9, 2021

I think I'll end up replacing a lot of my particle systems with this... one bullet question though: this seems to all be area2d and not kinematic right?

@samdze
Copy link
Owner

samdze commented Nov 9, 2021

Exactly. more precisely, each bullet is a shape of a shared area.
More shared areas are created depending on how you configure your collision layer/mask on your BulletKits.

@dmaz
Copy link
Author

dmaz commented Nov 9, 2021

Ok good to know. so then though, fast bullets could be susceptible to tunneling? any ideas there or would we just use a different solution when we need to?

@samdze
Copy link
Owner

samdze commented Nov 9, 2021

Yes, they are susceptible to tunneling.
A way to fix this would be to add a feature to enable shape casting with motion on BulletKits you wish to turn tunneling-safe.
But I expect that it will decrease performance a lot.

@samdze samdze changed the title questions: bullet physics Bullets physics questions, Area or KinematicBody, tunneling Nov 20, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants