-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
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
KinematicBody strange issue #702
Comments
I think KinematicBody does not work with planes, I still have to fix this, On Thu, Sep 18, 2014 at 7:50 AM, Marcos Augusto Bitetti <
|
I reduced the size of it to the fullest. But error remains. Just walk around the area for 3 or 4 seconds. |
oh i didnt test yet but, if it helps, if you make a reaaally large On Thu, Sep 18, 2014 at 7:37 PM, Marcos Augusto Bitetti <
|
Before it I try subdivide it in various slices, but problem remains. If you try to move Player to position 0,4,0 it no occurs. |
I could get to reproduce it, but It strangely does not seem to be the physics, will need to profile it to find out what is going on |
I found the issue, this is really weird. The main character is a Think you could check the scene again to find what it is? I guess I should On Thu, Sep 18, 2014 at 10:21 PM, Juan Linietsky [email protected]
OkamStudio |
Very weird! A method add_inimigo instanciate scene in enemys/Coelho.scn in node chars in main scene. |
I added a check if compiled in debug mode that will throw an error the next On Fri, Sep 19, 2014 at 7:47 AM, Marcos Augusto Bitetti <
|
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
Ok, this is useful! Thanks. |
Curious thing, when I was positioned the KinematicBody in arbitrary coordinates using GridMap with collisions all work fine.
But using a large plane or a grid for collision only on a mesh terrain and place KinematicBody on arbitrary coordinates in little times the system is overloaded and a terrible lag begins!
But if I start KinematicBody from corrdinates 0,0,0 the issue don't appears!
I'll still do more testing to confirm it in more cases.
The text was updated successfully, but these errors were encountered: