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CapsuleShape2D falls through vertically moving one way KinematicBody2D platforms #28794
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For the minimal project, you can attach a zip of it on your post. |
Oh, right! Will create one and post it here later today. [edit]: attached minimal project ZIP |
I have encountered this exact problem with my player and moving platforms, which are Periodically when my player lands on platforms that are moving upwards, he lands briefly before falling through the platform on the next frame. The player is a I think what happens is that the player lands on the platform and in the same frame the platform is moved a few pixels up, which puts the bottom of the player below the top of the platform causing the player to fall. It only happens periodically when jumping onto upwards-moving platforms, and can even happen when the player has very low y-velocity. I though syncing everything to physics would avoid this, but it still happens periodically when using a capsule shape. I would really love a fix because I don't want to use a rectangle over a capsule. Further, I don't want to increase the platform's |
I can confirm this is broken in 3.2.3.stable and #42574 fixed it for me on the 3.2 branch. |
Godot version:
3.1.1.stable.official
OS/device including version:
Windows 10 and Android (OnePlus 6T)
Issue description:
I created vertically moving platforms with
RigidBody2D
and aRigidBody2D
player.With
CapsuleShape2D
Player falls through the Vertically (didn't notice this issue with Horizontally moving platforms) moving platforms when the platform moves up, but the player falls down (at least it visually seems so). WithRectangleShape2D
it seems to work better, I haven't encountered this problem with that shape yet. Here are some example GIFs:CapsuleShape2D:
RectangleShape2D:
Steps to reproduce:
With player jump on a vertically moving platform at an interval (not constantly, let the player land on platform).
Minimal reproduction project:
The platforms are One Way Collision enabled and move using a tween (I basically followed a YT tutorial on moving platforms, and modified a code a little to meet my needs), here's relevant code and screens (everything else is default) the move_to is a
Position2D
node I use in Level chunks:Player is a KinematicBody2D with CapsuleShape2D with a standard movement code (except it's controlled with virtual joystick, which shouldn't really be an issue.. the
analog_position.x
value isfloat from -1.0 to 1.0
andis_analog_pressed
is aboolean
), here's the relevant code and node-tree (everything else is default):ZIP archive of the minimal project:
issue_28794.zip
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