Describe the bug
Attempted to switch over a 3D project from JoltPhysics3D to RapierPhysics3D v0.35.2, but when testing the new physics engine through my project's main menu and loading screen, the 'game' scene - when instantiated - has no collision data and instead reports the following two errors for each CollisionShape3D resource in the instantiated scene:
E 0:00:02:389 godot_core::private::install_godot_rust_hook::{{closure}}: [panic /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/godot-ffi-0.5.5/src/binding/single_threaded.rs:140] attempted to access binding from different thread than main thread; this is UB - use the "experimental-threads" feature.
<C++ Source> /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/godot-core-0.5.5/src/private.rs:331 @ godot_core::private::install_godot_rust_hook::{{closure}}()
E 0:00:02:397 scene_manager.gd:26 @ deferred_load_scene(): Invalid shape id
<C++ Source> src/servers/rapier_physics_server_impl.rs:226 @ godot_rapier::servers::rapier_physics_server_impl::RapierPhysicsServerImpl::shape_set_data()
<Stack Trace> scene_manager.gd:26 @ deferred_load_scene()
To Reproduce
Steps to reproduce the behavior:
- Ensure that the 3D physics engine is set to Jolt3D
- Load the demo scene directly via the Godot Editor's 'Run Current Scene' button.
- Load the demo scene by pressing 'Run Main Scene' and clicking the 'load demo scene' button
- Install the v0.35.2 RapierPhysics3D add-on
- Switch to Rapier3D
- Repeat step 2; Note that nothing has changed.
- Repeat step 3; Note that the rigidbodies fall through the floor, and that there is exactly ten errors reported each time.
Expected behavior
After switching to Rapier3D, all the physics objects should be working as they would in Jolt3D: PhysicsObject3D and CollisionObject3D nodes should have their collision data loaded properly.
Environment:
- OS: Kubuntu 26.04
- Version: v0.35.2
- Godot Version: v4.7
- Type: Single player 3D
Example project(zip)
issue_example_project_2026-08-17_19-50-28.zip
Describe the bug
Attempted to switch over a 3D project from JoltPhysics3D to RapierPhysics3D v0.35.2, but when testing the new physics engine through my project's main menu and loading screen, the 'game' scene - when instantiated - has no collision data and instead reports the following two errors for each CollisionShape3D resource in the instantiated scene:
To Reproduce
Steps to reproduce the behavior:
Expected behavior
After switching to Rapier3D, all the physics objects should be working as they would in Jolt3D: PhysicsObject3D and CollisionObject3D nodes should have their collision data loaded properly.
Environment:
Example project(zip)
issue_example_project_2026-08-17_19-50-28.zip