this post was submitted on 08 Oct 2023
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It's a bit hard to reliably reproduce, but when I knock down the boxes on their broad side, there's usually at least one exhibiting this behavior. https://github.com/Walop/godot-physics-glitch
OK well you're not doing anything wrong. It's just that the default Godot physics server needs work. For what its worth, in this example that you've shown, the problem can be amended if you do the following:
In Project Settings -> Physics -> 3D
You can also enable Continuous CD in the Rigid Bodies but that usually just helps with detecting collisions in fast-moving bodies.
Your other option is to replace the default GodotPhysics3D with another one, as has already been stated.
I wouldn't recommend submitting an issue to the developers. I'm pretty sure they're aware of the physics server shortcomings.
Ok, thank you. I'll look into those.