Open Issues Need Help
View All on GitHubAI Summary: A bug has been reported where the `HingeJoint3D` in Godot 4.6.stable.mono, using the Rapier3D physics engine, rotates around an incorrect axis. The visual indicator in the editor suggests rotation around the Y-axis, but the actual physics simulation causes the connected body to fall forward, rotating around the Z-axis.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
AI Summary: The issue describes a bug where changing the bounce and friction settings of a Rigidbody2D does not have any effect. This problem is specifically observed when the collision mask or layer of the object is set via a script after its creation. The reporter suspects the issue lies within how new materials are created in `RapierCollisionObjectBase` functions, overwriting existing material settings.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
AI Summary: A user is encountering an "index out of bounds" error in the terminal when spawning particles for the first time using the Fluid2D node with surface tension and viscosity in Godot Rapier. The error occurs during the `add_points_and_velocities` call and does not affect gameplay. The issue has been reproduced on both Ubuntu and Windows.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
AI Summary: When a Rigidbody3D's collision mask layer is modified by an Area3D, its physics behavior, specifically its bounce, is unexpectedly reset to zero. This occurs even though the Physics Material override remains unchanged. The issue is specific to the Rapier physics engine and can be worked around by re-assigning the physics material override.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.