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Update Troubleshooting physics issues for Godot 4.5
- Mention Jolt Physics in cases where it improves stability and performance. - Mention TileMapLayer physics chunking.
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@@ -51,6 +51,9 @@ that increases CPU utilization and may not be viable for mobile/web platforms.
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Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``)
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should be preferred for a smooth appearance on most displays.
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In 3D, switching the physics engine from the default GodotPhysics to Jolt
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can also improve stability. See :ref:`doc_using_jolt_physics` for more information.
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Scaled physics bodies or collision shapes do not collide correctly
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------------------------------------------------------------------
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@@ -96,16 +99,21 @@ displays.
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Cylinder collision shapes are unstable
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--------------------------------------
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Switching the physics engine from the default GodotPhysics to Jolt
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should make cylinder collision shapes more reliable.
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See :ref:`doc_using_jolt_physics` for more information.
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During the transition from Bullet to GodotPhysics in Godot 4, cylinder collision
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shapes had to be reimplemented from scratch. However, cylinder collision shapes
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are one of the most difficult shapes to support, which is why many other physics
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engines don't provide any support for them. There are several known bugs with
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cylinder collision shapes currently.
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We recommend using box or capsule collision shapes for characters for now. Boxes
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generally provide the best reliability, but have the downside of making the
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character take more space diagonally. Capsule collision shapes do not have this
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downside, but their shape can make precision platforming more difficult.
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If you are sticking to GodotPhysics, we recommend using box or capsule collision
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shapes for characters for now. Boxes generally provide the best reliability,
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but have the downside of making the character take more space diagonally.
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Capsule collision shapes do not have this downside, but their shape can make
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precision platforming more difficult.
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VehicleBody simulation is unstable, especially at high speeds
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-------------------------------------------------------------
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@@ -144,6 +152,14 @@ Using a composite collider can also improve physics simulation performance in
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certain cases. However, since the composite collision shape is much more
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complex, this may not be a net performance win in all cases.
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.. tip::
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In Godot 4.5 and later, creating a composite collider is automatically done
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when using a TileMapLayer node. The chunk size (``16`` tiles on each axis
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by default) can be set using the **Physics Quadrant Size** property in the
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TileMapLayer inspector. Larger values provide more reliable collision,
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at the cost of slower updates when the TileMap is changed.
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Framerate drops when an object touches another object
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-----------------------------------------------------
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@@ -162,6 +178,9 @@ geometry as a collider. Not only this will improve physics simulation
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performance significantly, but this can also improve stability by letting you
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remove small fixtures and crevices from being considered by collision.
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In 3D, switching the physics engine from the default GodotPhysics to Jolt
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can also improve performance. See :ref:`doc_using_jolt_physics` for more information.
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Framerate suddenly drops to a very low value beyond a certain amount of physics simulation
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------------------------------------------------------------------------------------------
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