{"action":"created","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/4491","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/4491/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/4491/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/4491/events","html_url":"https://github.com/godotengine/godot/issues/4491","id":151989296,"number":4491,"title":"Scaled up CollisionShapes using BoxShapes will flail wildly when colliding.","user":{"login":"SaracenOne","id":12756047,"avatar_url":"https://avatars.githubusercontent.com/u/12756047?v=3","gravatar_id":"","url":"https://api.github.com/users/SaracenOne","html_url":"https://github.com/SaracenOne","followers_url":"https://api.github.com/users/SaracenOne/followers","following_url":"https://api.github.com/users/SaracenOne/following{/other_user}","gists_url":"https://api.github.com/users/SaracenOne/gists{/gist_id}","starred_url":"https://api.github.com/users/SaracenOne/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/SaracenOne/subscriptions","organizations_url":"https://api.github.com/users/SaracenOne/orgs","repos_url":"https://api.github.com/users/SaracenOne/repos","events_url":"https://api.github.com/users/SaracenOne/events{/privacy}","received_events_url":"https://api.github.com/users/SaracenOne/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":3,"created_at":"2016-04-29T23:44:23Z","updated_at":"2016-04-30T02:33:02Z","closed_at":null,"body":"When using the ability to dynamically scale CollisionShapes on RigidBodies, when attempting to scale up a BoxShape, it will intersect and flail wildly with other colliders.\r\n\r\nTo reproduce this issue, create a RigidBody with a standard box CollisionShape child. Scale the CollisionShape a significant amount (10.0+ should be sufficent) and then place the RigidBody high above a static body to act as the ground. When the RigidBody collides with the ground, it will flail wildy and never stop. This issue only seems to occur with BoxShape colliders; things like SphereShapes and CapsuleShapes do not seem to suffer from the same issue when scaled up."},"comment":{"url":"https://api.github.com/repos/godotengine/godot/issues/comments/215926570","html_url":"https://github.com/godotengine/godot/issues/4491#issuecomment-215926570","issue_url":"https://api.github.com/repos/godotengine/godot/issues/4491","id":215926570,"user":{"login":"reduz","id":6265307,"avatar_url":"https://avatars.githubusercontent.com/u/6265307?v=3","gravatar_id":"","url":"https://api.github.com/users/reduz","html_url":"https://github.com/reduz","followers_url":"https://api.github.com/users/reduz/followers","following_url":"https://api.github.com/users/reduz/following{/other_user}","gists_url":"https://api.github.com/users/reduz/gists{/gist_id}","starred_url":"https://api.github.com/users/reduz/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/reduz/subscriptions","organizations_url":"https://api.github.com/users/reduz/orgs","repos_url":"https://api.github.com/users/reduz/repos","events_url":"https://api.github.com/users/reduz/events{/privacy}","received_events_url":"https://api.github.com/users/reduz/received_events","type":"User","site_admin":false},"created_at":"2016-04-30T02:33:02Z","updated_at":"2016-04-30T02:33:02Z","body":"yes, indeed.. actual physics engines just feed this stuff into shape\ngeometry, should have done this. There are more open source physics engines\nnowadays with permissive licenses than when I wrote the current one, which\nuse saner approaches than Bullet.. should give a check to that for either\nreplacing it or adapting it\n\n\nOn Fri, Apr 29, 2016 at 11:22 PM, SaracenOne <notifications@github.com>\nwrote:\n\n> Yeah, one reliable way to solve this would probably be to extract the\n> scaling information and feed it directly into the shape's extants. I've\n> actually been working on some improvements to the frontend of the physics\n> engine which will allow, amongst other things, people to create 'proper'\n> ragdolls, and one such improvement is that you'll be able to make ragdolls\n> which adapt to any size, and it pretty much is functional bar this one bug\n> I ran into. I'd fix this myself, but I'm having a lot of trouble figuring\n> out how the internals of the physics engines.\n>\n> —\n> You are receiving this because you commented.\n> Reply to this email directly or view it on GitHub\n> <https://github.com/godotengine/godot/issues/4491#issuecomment-215926067>\n>\n"}}