-
-
Notifications
You must be signed in to change notification settings - Fork 21k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
CircleShape2D weird behavior with Moving Platforms #40256
Comments
Perhaps could be fixed by #36280? |
Maybe the second issue, but I can't see how it would fix the first one, the one that prevents jumping when the platform moves up. |
Both issues are fixed by #42574, closing. |
Just tested Godot 3.3.stable.official, and they are not fixed. |
Indeed, I can confirm this is still not fixed.
This one seems to be fixed though. Are you still able to reproduce it? |
Godot version:
3.2.2.stable.official
OS/device including version:
Solus 4.1 Gnome 3.36.3
Issue description:
Using a CollisonShape2D with a CircleShape2D causes KinematicBody2D to behave weirdly when dealing with moving platforms. Check the minimal reproduction project for implementation details.
Bugs noticed:
When the platform moves up the Player can't jump
If
CollisionShape2D.one_way_collision = true
the above bug is fixed but the KinematicBody2D some times passes through the platformBoth problems are fixed when using a RectangleShape2D
Steps to reproduce:
KinematicBody2D.move_and_slide_with_snap()
KinematicBody2D.sync_to_physics = true
and anAnimationPlayer
, optionally set theAnimationPlayer.playback_process_mode = ANIMATION_PROCESS_PHYSICS
CircleShape2D
on the Player'sKinematiBody2D/CollisionShape2D.shape
KinematicBody2D/CollisionShape2D.one_way_collision = true
Minimal reproduction project:
circleshape-bug-minimal-project.zip
The text was updated successfully, but these errors were encountered: