Comments (2)
Hm, I guess you are right. In my case it turned out to be a very specific situation. I run the simulation at a fixed framerate (say 60 Hz) but if the engine runs faster, I sometimes skip physics updates. Additionally I can't always add Jolt bodies at the time where I create them, so I queue the "add" for later, when it is save. Usually all this works fine, but now the character controller code DOES get updated every frame, even if physics simulation is skipped and THAT one re-creates a "presense body" when you duck / stand-up. And then it could happen that it tried to move the body in the next frame, but it had not been added yet....
Long story short, I found a light-weight solution to test whether a body is still queued for addition, to skip the MoveKinematic.
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The question is: Why call MoveKinematic on a body that hasn't been added to the world yet? Is that not something that you can easily avoid?
If we were to change that Succeeded to a SucceededAndIsInBroadPhase then the call would fizzle completely, which is probably also not what you wanted.
I kind of like the idea that ActivateBodies asserts when you try to activate a body that hasn't been added yet since it feels like a programming error.
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Related Issues (20)
- Building with clang using ninja on windows HOT 5
- Use standard types HOT 2
- SixDOFConstraint needs to be able to have non-symmetrical rotation limits
- Toggling manifold reduction doesn't result in any contact callbacks HOT 2
- Mouse input is too sensitive when running samples on a remote machine over Parsec HOT 5
- [Feature Request] Soft-soft collisions and self-collisions HOT 3
- MeshShape: SaveBinaryState and sRestoreFromBinaryState dont work like intended HOT 2
- Performance regression with 9d63f5a2d1b9e426a54dce6c8979e22ff6004eba HOT 9
- [Feature Request] Compute gyroscopic forces HOT 5
- Speculative contact distance affects sensors HOT 1
- Core.h wasn't updated to reflect on the new version HOT 1
- Jolt Complilation Fails on Manjaro Linux HOT 2
- Incorrect moment of inertia for capsule HOT 4
- Soft bodies assert when colliding with ragdolls HOT 4
- Weird angular impulse behaviour (rotational inertia)
- The simulation runs too fast HOT 2
- Build fails using default CMakeLists HOT 4
- Soft bodies elicit a collision response from sensors HOT 1
- Collision with degenerate line triangle HOT 1
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