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Document new "infinite_inertia" parameter in KinematicBody/KinematicBody2D APIs #24229
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Can confirm using the given example. Seems like a regression from 3.0.6, as it works fine there. |
Bisected:
Seems like it is a feature introduced with #16757. Maybe it should be optional? CC @AndreaCatania |
In a top down 2d game where enemies are rigidbody2d's, you may not want the character to be able to push them around. Is there any way to stop kinematicbody2d from pushing rigidbody2d now? |
You need to set the function parameter |
sweet thank you! =) |
Changed title accordingly. |
What if I wanted to have the player (KinematicBody2D) push the enemies (RigidBody2D) around, but I also want to have collision info returned by |
Godot version:
Nightly Alpha Build December 3. 2018
OS/device including version:
MacOS 10.14.1
Issue description:
I want to shoot a stone (KinematicBody2D) and it should stop on a collision detection. So I use
var coll = self.move_and_collide(direction * speed * delta)
If coll is not null a collision is detected and I change the speed of the stone to 0.
This detections works well for StaticBody and KinematicBody but not for RigidBody.
The stone interacts with the RigidBody, pushing it around and so on but move_and_collide returns no Collision Object at all.
Minimal reproduction project:
body_no_stop.zip
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