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Physics rollback test

By default this project has Rapier 3D + 2D enabled, but you can change the physics engine to test Jolt and Godot physics.

Getting started

  1. Debug -> Customize run instances -> Enable multiple instances
  2. Debug -> Turn on Visible collision shapes

When a RigidBody or CharacterBody enters or exits the green area, it should print a line in the output panel.

Known issues:

  • CharacterBody collisions break when using Rapier physics and rollback_space is true
    • area doesn't register signals
    • players go through each other
  • The following changes need to be applied to physics rollback to work (already applied in this project)

About

example repo of a physics rollback speed issue when using RollbackSynchronizer with NetworkRigidBody3D

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