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

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.

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

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Sorry for the double post.

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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:

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

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

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

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Thx you! )

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