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KinematicBody move_and_slide never slides on Plane shape #16431
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Seems to be related to #5910 which may correspond to |
Seems like it. Wish they'd warn somewhere. |
Although I haven't looked at your file, it sounds similar to the issues I am having with my shooter game. When the player and npc's touch a floor/wall in my game, they will tend to come to a stop fairly abruptly, rather than sliding. The same code with native Godot physics slides perfectly. I was going to try and recreate this issue with a simple scene, but it seems like @Silvea12 has done so here. |
@fracteed It seems like it only applies to the plane. As a plane has no thickness, bullet seems to not like it so much (or whatever handles kinematic The stop is in relation to the fact that |
Maybe it is a different issue. I only use box shape collisions and have never even tried the plane collision. Regardless, I am still getting very glitchy sliding using Bullet. However my kinematic bodies are travelling quite fast, so this may be a factor. The native godot physics slides perfectly in the same instance, but bullet kinematic bodies catch all the time, so I am using some very hacky code to force bodies away from collision shapes to try and avoid this! Does your issue go away if you change from Bullet to native godot physics? |
Not sure if they are related or not, but I have added my issue here #16459 |
This is not a bug, The plane shape is not mean to be a walkable floor |
@AndreaCatania can it be possible to add a warning when a PhysicsBody/2D has a plane (or line) shape? |
Closing as it's the same issue as #17893, where a potential enhancement is discussed. |
Godot version: Godot 3.0 Stable
OS/device including version: Arch Linux
Issue description:
Move and slide totally fails to move, at least when on a plane collision
As a bonus, move_and_collide never returns what it collided with
Steps to reproduce:
Minimal reproduction project:
MoveSlideBug.zip
Extra notes:
Speculation: move_and_slide breaks due to move_and_collide never returning a collision, so it thinks it's done sliding, causing the rest of the kinematic physics to break down
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