Can I see the new behavior after the mass fix? It might help me figure out what’s happening… Also, is there anything else you do to these entities when they are hit by arrows other than the code you shared above?
The capsules seem setup fine, I’ve just tried with the exact same values and everything looks fine on my end. What about the ground below them? Can you show me the setup for it? Also, is there any custom code handling collision events and similar?
Can you also try adding a Physics Debug Display component to a general scene node that is being converted to an Entity (e.g. the node you might have a Physics Step component on)? Then turn on the display for Mass Properties and Collider Edges.
Also, what is the Restitution of the floor? The Restitution combine option is set to Maximum so if the floor has a higher value it won’t matter if the Capsule is set to 0.
So with a floor scale of 1000,1,1000 it works well. Then as I increase the scale the capsules start bouncing. At 10000,1,10000 the capsules bounce all over the place. So the way to go is just to use multiple smaller floor colliders?
EDIT: Looks like I don’t even need a floor bigger than 1000x1000 so my problem is solved.
Interesting find! Sounds like you were hitting floating point precision problems with that scale then. Similar behavior happens if you were simulating your capsules out beyond 5km from the origin as well.