stride3d / stride3d/stride

Rigidbody sinks kinetic rigidbody when it moves randomly

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bug
Dominant language
C#
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Description

Release Type: Official Release

Version: 4.2.0.2043

Platform(s): Windows

Describe the bug
Some rigidbody(as BodyA) sinks another kinetic rigidbody(as BodyB) if following conditions

  • BodyA is standard rigidbody(simple sphere)
  • BodyB is kinetic rigidbody(wide box)
  • BodyA is on BodyB
  • BodyB moves to horizontaly random

To Reproduce
Steps to reproduce the behavior:

  1. create project as New Game
  2. add sphere collider to sphere
    set friction as 0.5
  3. creating box model and kinetic box collider under the sphere
  4. set script to move box with cursor( my source
  5. run project and move box to random direction

here is my sample project: https://github.com/itn3000/StrideKinematicTest

Expected behavior
the sphere slides on box and does not sink to box

Screenshots
StrideKinematicTest

Log and callstacks
no logs.

Additional context

  • I changed CCD params, but nothing affected.
  • it was occurred even if moving box slowly(half speed)

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by running the linked StrideKinematicTest sample and inspect MyGame6/MoveCube.cs to reproduce the sphere and moving kinetic box setup. Compare slow and random horizontal movement, then verify that the sphere slides on the box without sinking; no repository source file or test is identified in the issue.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
38/100

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