@@ -51,6 +51,9 @@ that increases CPU utilization and may not be viable for mobile/web platforms.
5151Multipliers of the default value of ``60 `` (such as ``120 ``, ``180 `` or ``240 ``)
5252should be preferred for a smooth appearance on most displays.
5353
54+ In 3D, switching the physics engine from the default GodotPhysics to Jolt
55+ can also improve stability. See :ref: `doc_using_jolt_physics ` for more information.
56+
5457Scaled physics bodies or collision shapes do not collide correctly
5558------------------------------------------------------------------
5659
@@ -96,16 +99,21 @@ displays.
9699Cylinder collision shapes are unstable
97100--------------------------------------
98101
102+ Switching the physics engine from the default GodotPhysics to Jolt
103+ should make cylinder collision shapes more reliable.
104+ See :ref: `doc_using_jolt_physics ` for more information.
105+
99106During the transition from Bullet to GodotPhysics in Godot 4, cylinder collision
100107shapes had to be reimplemented from scratch. However, cylinder collision shapes
101108are one of the most difficult shapes to support, which is why many other physics
102109engines don't provide any support for them. There are several known bugs with
103110cylinder collision shapes currently.
104111
105- We recommend using box or capsule collision shapes for characters for now. Boxes
106- generally provide the best reliability, but have the downside of making the
107- character take more space diagonally. Capsule collision shapes do not have this
108- downside, but their shape can make precision platforming more difficult.
112+ If you are sticking to GodotPhysics, we recommend using box or capsule collision
113+ shapes for characters for now. Boxes generally provide the best reliability,
114+ but have the downside of making the character take more space diagonally.
115+ Capsule collision shapes do not have this downside, but their shape can make
116+ precision platforming more difficult.
109117
110118VehicleBody simulation is unstable, especially at high speeds
111119-------------------------------------------------------------
@@ -144,6 +152,14 @@ Using a composite collider can also improve physics simulation performance in
144152certain cases. However, since the composite collision shape is much more
145153complex, this may not be a net performance win in all cases.
146154
155+ .. tip ::
156+
157+ In Godot 4.5 and later, creating a composite collider is automatically done
158+ when using a TileMapLayer node. The chunk size (``16 `` tiles on each axis
159+ by default) can be set using the **Physics Quadrant Size ** property in the
160+ TileMapLayer inspector. Larger values provide more reliable collision,
161+ at the cost of slower updates when the TileMap is changed.
162+
147163Framerate drops when an object touches another object
148164-----------------------------------------------------
149165
@@ -162,6 +178,9 @@ geometry as a collider. Not only this will improve physics simulation
162178performance significantly, but this can also improve stability by letting you
163179remove small fixtures and crevices from being considered by collision.
164180
181+ In 3D, switching the physics engine from the default GodotPhysics to Jolt
182+ can also improve performance. See :ref: `doc_using_jolt_physics ` for more information.
183+
165184Framerate suddenly drops to a very low value beyond a certain amount of physics simulation
166185------------------------------------------------------------------------------------------
167186
0 commit comments