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KinematicBody2D pushes RigidBody2D through the ground when standing on them #37427
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Few things to note here:
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@bemyak Due to the heavy refactoring currently ongoing in the |
@Calinou , sure, I understand, no worries :) |
The problem is that isnt recommended to use a RigidBody as a player/character. I dont really know why. And for the delta, i cant remove it because the character will stop jumping. |
Could be a duplicate of #2092. |
It is recommended because typical player movements are harder to implement. RigidBodies would need calculations for counter forces to make them snappy movements. Although, if that is taken care of properly, it is easy to add joints to influence RigidBodies like grappling hook with spring. |
Can still reproduce in 3.2.4 beta 5. Zipped MRP, adapted to be easier to use on small resolution: |
Godot version:
Im using Godot 3.2
OS/device including version:
Windows 10 Home, using Ryzen 5 3600x 16 gb Ram GTX 1050.
Issue description:
The Rigid Body 2D works fine like in this example -> https://imgur.com/a/vLhaJiy
when there are a few of them interacting. If i throw a bunch more of boxes like here
->https://imgur.com/a/ReZ5Oxb
that happens. Is not solid enough even to the player to stand on. Is there a fix? Because that feels like a piece of paper intead of a solid box.
Steps to reproduce:
Add 20+ RigidBody2D coliding each others or make a kinematic body 2d try to stand on.
Mass isnt important, doenst change anything.
Minimal reproduction project:
https://up2sha.re/file?f=IJ489K
https://mega.nz/#!RqxQWKLL!vNu4gZPu725KbHL5eBPPc09mLzMGLzOk1ZpoAN9ylXU
If you have time, i recommend you to see the project, otherwise it will be difficult to understand.
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