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  • Projectile clipping due to position update rate(?)

I've set up a trail for the projectile to be visible, and its supposed to ricochet off of solid objects, it works normally when its a thick wall, but when it "grazes" it, it just goes right through.
This is a demonstration print, but there are more extreme cases.

I'm guessing its something to do with the rate wich the projectile updates itself (delta frames), because when I slow down the projectile velocity it bounces fine when it should. every box has collision in the sprite sheet and a RigidBody+Collision shape set up on top of it. Thank you for your time.

  • You might want to share some code here for people to be able to offer some feedback, but yes, it looks like tunneling is happening. If you are achieving the trail and the ricochet via collisions then continuous collision detection/CCD might help.

You might want to share some code here for people to be able to offer some feedback, but yes, it looks like tunneling is happening. If you are achieving the trail and the ricochet via collisions then continuous collision detection/CCD might help.

    Megalomaniak Thanks for the advice, and using CCD Cast Shape worked wonders! Didnt have to edit anything, just that property, thanks!