Wrong CollisionObject position after rotate GO around Y axi (SOLVED)

#1

Hi.

I found strange effect after rotation GO. I has a GO

Next, i add this GO to the scene and rotate GO around Y axis on 180 degree. I apply rotation not in code - just in Editor2 inputbox. In Editor2 all is good, but in builded app i see that “collisionobject_head” placed UNDER zombie body, looks like applyed rotation around Z axis. Look here (physics debug mode on):

Screenshot_6

Bug or i am wrong somewhere? Thx.

1 Like

#2

Yes, this is a known bug. See Is it the physic body rotation issue? (DEF-1117)

4 Likes

#3

Sorry for the double post.

2 Likes

#4

This annoying bug - instead of conveniently placing GO in the editor, throwing simple GO on the scene i create same things through additional collection creation and instantiation him in code from collection factory :frowning:

0 Likes

#5

Ok, i cleanup and replace all with simple GO as before but duplicated for each entity direction.

0 Likes

#6

If you replace gameobject with collection and use setup as below, you than can rotate around y without any hassle.

Collection
    root  <-- position (0, 0)
        go <-- position (any, any)
            collisionobject
                shape <-- position (any, 0) y must be zero, x - any value, usually zero too
3 Likes

#7

Yes thanks, i do that before, it is less convenient in some cases. Thanks.

0 Likes

#8

We’ve added support for physics.set_hflip() and set_vflip() in 1.2.161

2 Likes

#9

Thx you! )

2 Likes