bullet physics seem better, need to figure out collisions and collision points

This commit is contained in:
derek
2024-10-23 11:32:18 -05:00
parent 9e644fe79f
commit d5300779a0
4 changed files with 35 additions and 29 deletions

View File

@@ -77,11 +77,15 @@ height = 1.53305
radius = 0.055
[node name="Bullet" type="RigidBody3D"]
collision_layer = 0
top_level = true
collision_layer = 32
collision_mask = 109
mass = 0.1
center_of_mass_mode = 1
continuous_cd = true
contact_monitor = true
max_contacts_reported = 1
max_contacts_reported = 10
angular_damp = 100.0
script = ExtResource("1_oj0f5")
[node name="Cylinder" type="MeshInstance3D" parent="."]
@@ -119,7 +123,4 @@ stream = ExtResource("3_6j0l2")
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)
shape = SubResource("CylinderShape3D_tqvit")
[node name="RayCast3D" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, -1)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]