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[Tracker] Godot feature parity #4
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So, would someone be able to use a KinematicCharacter with godot rapier and be able to use it without issue? |
Currently not, as Rapier doesn't have a built-in character controller and this project doesn't provide one yet either. Someone on the Dimforge Discord is (was?) working on one, though I don't know what the status is. |
So if I wanted to make a game using this, what would I have to do then? |
I'd ask on the Dimforge Discord about the character controller. Maybe it can be integrated into this project. If not, something will have to be created from scratch. |
After checking back, there isnt a character controller, but people have offered to give advice. There will need to be a custom one built |
This issue is to keep track of what features are still missing to achieve full compatibility with Godot.
Area
Fully implemented
Body
body_test_motion
. This is not publicly documented but is present in Godot's source.body_test_ray_separation
. Ditto.Won't be implemented
Joints
FreeJoint
to be implemented upstream)BallJoint
with limits)FixedJoint
)PrismaticJoint
, but requiresPinslotJoint
for rotations)Won't be implemented
Soft bodies
Soft bodies can't be implemented as they don't exist. It doesn't seem like they will be implemented soon either (no roadmap).
Spaces
Direct space state
cast_motion
get_rest_info
intersect_shape
(Implement intersect_shape #31)The text was updated successfully, but these errors were encountered: