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Issue description:
This is a rehash of closed issue #14724.
One-way StaticBody2Ds with rectangular CollisionShape2Ds do not consistently detect collision with a KinematicBody2D player when the player is on the edge of the platform.
Here is a video demonstrating the issue:
Even at low velocity, sometimes the player falls through the platform.
The player's movement is done by move_and_slide(), but the issue is also present when using move_and_slide_with_snap().
Steps to reproduce:
Create a basic platformer with a rectangular player and a rectangular one-way platform.
Position the player atop the one-way platform on an edge.
Jump repeatedly until the player falls through.
Adjust nearness to edge if you can't reproduce immediately.
At high speed and when close to the edge, the collision normal returned is the normal of the side, not the top of the CollisionShape. One-way collisions treat collisions with the side as pass-through, hence the object falls through at high speed when close to the edge. Not visible with a normal shape for the same reason as #23140.
Godot version:
3.1
OS/device:
Windows 8, Toshiba Satellite
Issue description:
This is a rehash of closed issue #14724.
One-way
StaticBody2Ds
with rectangularCollisionShape2Ds
do not consistently detect collision with aKinematicBody2D
player when the player is on the edge of the platform.Here is a video demonstrating the issue:
Even at low velocity, sometimes the player falls through the platform.
The player's movement is done by
move_and_slide()
, but the issue is also present when usingmove_and_slide_with_snap()
.Steps to reproduce:
Minimal reproduction project:
test_project.zip
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