[Bug] Compound Collision + Kinematic + rotateLocal + static

Hello,

I am somewhere in middle in my project and facing this issue.

image

I have parent entity contains following things
image

And its child entity contains collision component.

But upon applying rotateLocal on the parent entity following errors are keep coming and game stucks…

Please help…

Seems to work fine in separate new project: https://playcanvas.com/editor/scene/1139487

@yaustar :roll_eyes: I dont know how it is working…
But it is not working here in this project…

Can you please take a look at the project? It will be very helpful…

Edit:

@yaustar I managed to recreate the bug…

I forked your project…

So i created Duplicate of existing entity… RB (then renamed as RB2) and then
I changed RB2 rigidbody type to static.

So here is bunch of errors and game stuck…

Can you please help me now?

Here is the link of recreated bug…
https://playcanvas.com/editor/project/789472

I will be very thankful :pray:t2: if anyone can help… :worried:

Looks like to be a bug in the engine. Created bug report: https://github.com/playcanvas/engine/issues/3127

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@yaustar Thank you very much for your time… I am really thankful you take a look at project.

I hope this bug get fixed soon… :smiley:

@yaustar Do you have any alternative way to fix this for now?

Afraid not off the top of my head. Maybe to use joints with dynamic objects but that can be tricky to setup. Don’t use compound objects? eg https://playcanvas.com/editor/scene/1139669

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Ohh ok No worries…
I have to move multiple entities together… I dont think i can do this any other way for now…

Just waiting to get it fixed… :pray:t2:

Does my workaround not work for you?

see project: https://playcanvas.com/editor/scene/1139669

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When i first checked your solution it seems difficult to implement initially…

But later on i managed to modify some code and object able implement as your workaround project and it worked…

@yaustar Thank you very much you saved my life! :pray:t2:

image
So parent entity dont have anything… But child have colliders and Kinematic rigidbody.
This is great solution! :ok_hand:t2: