You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
If we animate CollisionShape2D and Sprite up and down, simulating a vertical moving platform, we get a bump effect on the character.
But if we animate the KinematicBody2D up and down directly, it doesn't happen. It works, but some times it is not wanted since I don't want to mess the base location of that object.
Make sure to set Sync to Physics to on in your platform object.
I don't know the reason why it bumps, but I think you should animate the KinematicBody2D instead of its child nodes, and Sync_to_physics is a prepared for itself , not its child nodes.
I tried it on my own, and it works fine.
I don't know the reason why it bumps, but I think you should animate the KinematicBody2D instead of its child nodes, and Sync_to_physics is a prepared for itself , not its child nodes.
I tried it on my own, and it works fine.
Animating the KB2D directly throw two issues:
Having to animate the global position, not the relative one. It talks by itself.
What if I just want to animate specific hitboxes to adjust for better collisions? I think it should be accurate in the same way.
Seems like it still happens in 3.2.3 rc6, but this is somewhat expected, because the character is a RigidBody2D and it keeps its speed from the platform. Not sure if there's other way to prevent the bump than using KinematicBody2D with move_and_slide_with_snap().
Godot version:
3.1.1 stable
OS/device including version:
Ubuntu 18.04.2 LTS
Issue description:
A bumpy player in moving Platform when using
AnimationPlayer
inCollisionShape2D
.Steps to reproduce:
Given the following Node2D Structure:
If we animate
CollisionShape2D
andSprite
up and down, simulating a vertical moving platform, we get a bump effect on the character.But if we animate the
KinematicBody2D
up and down directly, it doesn't happen. It works, but some times it is not wanted since I don't want to mess the base location of that object.Make sure to set
Sync to Physics
toon
in your platform object.Minimal reproduction project:
Clone this and hit play in your Godot:
https://github.com/raphaklaus/animation-player-issue
The text was updated successfully, but these errors were encountered: