Comments (4)
Apparently re-implementing the platform movement using MoveKinematic
fixes the problem (at least for now). The MoveKinematic
function is not doing much other than setting the linear velocity as I was doing, not sure why directly set the linear velocity was causing that issue.
I'm closing this issue for now, and open it again if this issue appears again (which is totally possible).
Thanks for the help!!
from joltphysics.
Just after posting this I've discovered that reducing mMaxSlopeAngle
is not fixing it. This bug happens randomly and I've the impression there is some undefined behavior somewhere, I'm double checking all my code once again and update this issue once I've better results.
from joltphysics.
This is one of the test cases in the CharacterVirtualTest:
CharacterVirtualTest.mp4
so I would expect this to work.
Is the platform maybe moved by updating its position (BodyInterface::SetPosition
) instead of moving it kinematically (BodyInterface::MoveKinematic
)? This would cause the CharacterVirtual to be unable to follow the platform since the velocity is not set. I can also imagine this being client/server specific where the server moves a platform kinematically and the client just follows it by setting the position.
Perhaps you can try to alter CharacterVirtualTest with the parameters of your in game platform to see if you can repro it?
from joltphysics.
Is the platform maybe moved by updating its position
Nope, it's moved by changing its LinearVelocity.
I can also imagine this being client/server specific where the server ...
This can't be the case as the platform is simulated on both the client and the server.
Perhaps you can try to alter CharacterVirtualTest with the parameters of your in game platform to see if you can repro it?
I'll try reproducing it there; something to note is that the platform is using a convex shape not a primitive box, maybe that's the problem? This is just a guess though.
from joltphysics.
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