I’m currently working on Dynamic physics bodies in my game. I have a problem where the bodies pass right through each. I’m going to assume I’m missing a lot after I reworked the player control and seen the extra classes it relies on. Here is my code.
I have my first clue. I slowed down the gravity enough where my player could reach the object before it fell through the surface. When my player capsule collided with the object it sets the object in motion.
The ground is a static weightless object.
The player control doesn’t fall through the ground.
The cube falls through the ground but reacts to the player control.
As the code shows you are using MeshCollisionShape
Thought this may help
This is what wiki says about MeshCollisionShape:
A mesh-accurate shape for static or kinematic Spatials. Can have complex shapes with openings and appendages. +Limitations:
Collisions between two mesh-accurate shapes cannot be detected, only
non-mesh shapes can collide with this shape. This Shape does not work
with dynamic Spatials.
Thanks , that solved all of my problems. For future reference for anyone reading this thread. Objects with a mass should be created as a dynamic shape. Objects with no mass should be a standard collision mesh shape.