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AnimatableStaticBodies dont update position of children when moved when using Jolt physics #101912

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how2Bboss opened this issue Jan 22, 2025 · 6 comments

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@how2Bboss
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how2Bboss commented Jan 22, 2025

Tested versions

Not reproducible in 4.4 dev7
Reproducible in Jolt 4.4 beta 1

System information

MacOS 15.3 - godot 4.4 beta 1 d33da79 - Metal (forward+) - Apple M2 pro (16gpu cores)

Issue description

With GodotPhysics3D, animated static bodies properly update the position of their children when moved. With Jolt physics, the collider itself moves but no children of the Animatable body move with it (such as when setting its position in code).

Steps to reproduce

Create an AnimatableBody3D with a collider
Attach a mesh to it
Move the animatableBody3D in some way (like setting position through a script)
Watch as the mesh instance isnt updated, but the collider is.

Minimal reproduction project (MRP)

JoltAnimatableBody3DMovementBug.zip

@AThousandShips
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CC @mihe

@AThousandShips
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Please upload an MRP to make this easier to test and fix

@mihe
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mihe commented Jan 22, 2025

Almost certainly related to (if not an outright duplicate of) #101753 and fixed by #101803.

But yes, an MRP would be nice, just to confirm.

@how2Bboss
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Will do. I can upload one later today

@how2Bboss
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how2Bboss commented Jan 22, 2025

JoltAnimatableBody3DMovementBug.zip here is the mrp
Switching between joltPhysEngine and godotPhysEngine shows the issue

@mihe
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mihe commented Jan 22, 2025

Thank you!

I can confirm that this is effectively a duplicate of #101753, which has been fixed as of #101803.

@mihe mihe closed this as completed Jan 22, 2025
@github-project-automation github-project-automation bot moved this from For team assessment to Done in Physics Issue Triage Jan 22, 2025
@mihe mihe added the archived label Jan 22, 2025
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