Today I encountered a strange problem with physics. Thanks to the new debug tools @Normen provided, I easily saw that most of my objects are not sleeping.
What I do is the following :
send some projectile
wait for collision with ground
promote it to “building” : remove the floor from collision groups, set it to kinematic and clear forces/speeds.
Some of my buildings are even batched after landing to speed the things up.
After a few minutes, all of my “buildings” are still active, except those that don’t touch the floor (some kind of balloon; they do become sleeping as expected).
Any idea on what I do wrong ?
I have also this message : “warning CollisionDispatcher.needsCollision: static-static collision!”
Is it related ?
“Inactive” means no physics forces are calculated for the object, this never needs to be done for kinematic objects so theres nothing they have to deactivate
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Well an object with mass=0 is not even expected to be moving, so there isn’t even tracking of its velocity or anything. Even simpler, still nothing to do with “active”
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Yeah, moving a zero-mass object will not yield proper collision results as neither the speed nor the mass is known for these objects. You can place the objects but you should not expect proper collision results when you move them. If you actually find out about strange differences or actual high computing due to kinematic nodes then make a test case and I’ll look into it but there really shouldn’t be any.
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