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Rigidbody doesn't wake up if the joint it's connected to would update it. #692

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Ughuuu opened this issue Jul 18, 2024 · 4 comments
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@Ughuuu
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Ughuuu commented Jul 18, 2024

If I have a Rigidbody connected to a Kinematicbody through a joint, and the Rigidbody has a sleep of 0.5, after the Rigidbody sleeps, if I move the Kinematicbody(and the joint would need to move the Rigidbody to respect the distance) it does not update the Rigidbody as it is asleep. It would be nice if the Rigidbody would wake up in case the joint needs to update it again.

@Ughuuu
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Ughuuu commented Aug 1, 2024

Workaround for this is to set the Rigidbody to never sleep.

@Ughuuu
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Ughuuu commented Aug 1, 2024

Implemented this in the godot-rapier lib. So probably no longer needed in rapier directly, tho you never know. You can close it if you want, for my use cases its not needed.

@Vrixyz
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Vrixyz commented Aug 6, 2024

Thanks for following up ; indeed your implementation is the intended API usage, so Iḿ closing the issue.

@Vrixyz Vrixyz closed this as completed Aug 6, 2024
@Vrixyz Vrixyz added wontfix This will not be worked on and removed C-Bug Something isn't working labels Aug 6, 2024
@Vrixyz Vrixyz removed the wontfix This will not be worked on label Aug 12, 2024
@Vrixyz Vrixyz reopened this Aug 12, 2024
@Vrixyz
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Vrixyz commented Aug 12, 2024

Actually, I'm reopening to explore a helper to wake up connected bodies at #716

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