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Physical colliders does not take global scaling into account #365

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DuckEater54 opened this issue Sep 20, 2022 · 1 comment
Open

Physical colliders does not take global scaling into account #365

DuckEater54 opened this issue Sep 20, 2022 · 1 comment
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bug Something isn't working editor anything related to the editor physics anything physics related

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@DuckEater54
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So I finally got back to using the engine, this is with the most recent fyrox-template official crates.io release. I have found that when creating a

Rigid Body
|----Cube
|----Collider

and then resizing the RB, the Cube mesh changes in size appearance, but the Collider doesn't. Any idea why? Has this been fixed? Am I meant to resize it myself?

Also it doesn't feel like the the < does anything? Isn't it meant to make the current node alike to the parent in the way that the row of information containing < is the same.

@mrDIMAS
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mrDIMAS commented Sep 20, 2022

This is known issue, colliders does not take their global scaling into account. It should be relatively easy to fix though, meanwhile you should set size of your collider manually.

@mrDIMAS mrDIMAS added bug Something isn't working physics anything physics related editor anything related to the editor labels Sep 20, 2022
@mrDIMAS mrDIMAS changed the title [EDITOR] Collider not the same size as RigidBody parent when RB parent made larger. Physical colliders does not take global scaling into account Sep 20, 2022
mrDIMAS added a commit that referenced this issue May 18, 2023
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Labels
bug Something isn't working editor anything related to the editor physics anything physics related
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