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Godot 3D Collision Shapes Not Behaving As Expected #110824

@gm4real

Description

@gm4real

Tested versions

-Reproducible in: v4.5.mono.stable

System information

Windows 10 - Godot v4.5.mono.stable - Vulkan (Forward+) - Ryzen 5 5600G - 768p monitor

Issue description

Collision shapes in my project started behaving erratically since Godot 4.5. Normally, collision shapes would follow the player, camera, or rigid body smoothly. In my case, they're not. For context, I am using Jolt Physics instead of the default physics engine and I've not changed things for the most part since I've migrated to 4.5. I even tried opening a 4.4.1 backup project in 4.5 and it gave the same issue.
Here is a clip of the project in Godot 4.4.1 (videos are a bit bad quality due to hardware limitations):

clip1.mp4

And here is a clip of the same project in 4.5:

clip2.mp4

As you can see, the ray casts and collision capsule shake and tremble rapidly, and the faster the more violent, whenever I'm moving in any direction. And the rigid body sphere (the dark grey ball) is showing streaks and weird blue curves when moved around.

Steps to reproduce

Give a CharacterBody3D a collision shape, make a ray cast a child of it, and add a script to move the character around. Or give a RigidBody3D (preferably a sphere) a collision shape, and then move it around. I had Jolt Physics enabled, so it's better to have that on as well. I also had Debug > Visible Collision Shapes turned on to see for myself.

Minimal reproduction project (MRP)

The following link is for a barebones copy of the project where the issue occurred:

first-person-controller.zip

(Note: The project is an edited version of another project under an MIT license. Original project: https://github.com/LegionGames/FirstPersonController)

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