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move_and_slide properties in visual script disable the collision detection . . #38247

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Tracked by #45334
jasperbrooks79 opened this issue Apr 27, 2020 · 5 comments
Open
Tracked by #45334

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@jasperbrooks79
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Godot version:
3.2

OS/device including version:
Windows 10

Issue description:
I use visual script, and when I add a move_and_slide script node box, it works immediately, player can't walk through solid objects, like a ' character ' . . . However, when I set some of the properties, by expanding ' default arguments ', like max_floor_angle to 45, so it can walk up small hills, the collision detection goes wrong, and the character can ' walk ' into staticbody walls . . . However, when I write max_floor_angle to 0, back to default, the collision doesn't come back, I have to make the move_and_slide box again, by clicking ' add node ' again, and I've tried 3 - 4 of the default arguments, it's like it stops working if one changes the default arguments, at all, in the game . . .

Steps to reproduce:
I made a simple kinematicbody character, added a if press key, move forward, standard stuff . . . And, then I added the ' move_and_slide ' visual script node, and it works fine, however, the second I change several of the ' default ' arguments, it starts going through walls, and when I reset them, it still walks through walls, even if it's the same thing, in the visual script, as the ' standard ' settings . . . Best I can explain it, thank you <3

Minimal reproduction project:
I'm not sure if I'd write the same thing as above, just made a simple game, but the kinematicbody function move_and_slide seems to mal-function, when I change any of the ' default ' arguments ( a setting in visual script, in the inspector ), to access the ' properties ', like ' floor_max_angle ', ' stop_on_slopes ' ( bool ), so on . ..

2020-04-27 0537

Changing any of those values, I tried setting ' floor_max_angle ' to 30, and collision stopped working, but when I write 0, for some reason it still doesn't work, I have to make the move_and_slide box again, in visual script, and when I start changing the default arguments, it stops working, best I can explain, sorry . . .

@jasperbrooks79
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Okay, it gets a bit weirder, when I click expand default arguments, it works for the first two, but when I press expand, so I can set ' stop_on_slope ', without changing it, the KinematicBody goes through staticbodies, for some reason . . . . :( :( when I click ' use default arguments ', to get more options, on the box, when it goes to int max_slides, the move_and_slide stops working, even if I don't change that number, for some reason . . . .

@jasperbrooks79
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This is the best I can explain it, when I don't show ' max_slides ' argument ( property ), it can't go through walls, staticbodies, when translated the KinematicBody, when I click show that default argument, the collision stops working, without even changing it . . . ? :(

2020-04-27 0552

@jasperbrooks79
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Made a 30 second video, where it happens, can't figure out, what's wrong . . .

https://www.youtube.com/watch?v=HgRHJo_IQaA

@KoBeWi
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KoBeWi commented Apr 27, 2020

Does it happen with GDScript too?

Also minimal reproduction project is a zipped Godot project with just relevant content to reproduce the issue (you can upload one by just dragging into the message). It would be useful here.

@pouleyKetchoupp
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Can you still reproduce this bug in Godot 3.2.3 or any later release?

If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.

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