@Calinou said:
@TwistedTwigleg said:
Interesting, I did not know the PlaneShape was being removed. Good to know! As for why, it is probably because the PlaneShape does not handle collision tunneling very well, since it has no depth (so fast moving objects easily move through it when the velocity pushes them against the plane).
PlaneShape was renamed to WorldMarginShape in 4.0, but there are no plans to remove it as far as I know.
Good to know! I had not heard of any plans to remove it, but I figured I may have missed it since I haven't been paying close attention to the changes in Godot source.
Also, doesn't it have an infinite depth on the other side thanks to the underlying Plane's direction?
I think it should have infinite depth, but when I was using it a bit in Godot 3.0 (for the FPS tutorial), I found that the PlaneShape suffered from collision tunneling from fast moving objects. When compared to BoxShapes with a small depth, I found that the PlaneShape had more tunneling issues, so I just used the BoxShape instead.
Maybe it's been fixed though, it has been awhile since I've used the PlaneShape. I noticed collision in Godot has gotten a lot better since then, so it would not surprise me if the PlaneShape has also improved.