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
Issue description:
When creating levels with a number of Bodies with CollisionShapes, I simply noticed that the Player KinematicBody could walk through certain shapes as if one of their scales was very far wrong (i.e. shape mostly walk-throughable, but middle section still colliding).
Steps to reproduce:
Create a few StaticBodies (Or KinematicBodies/anyBodies), add a CollisionShape, add some rotations to the CollisionShapes (in my case, a couple of 90degrees on the x-axis), and play around with Scale in both the StaticBody node and the CollisionShape node, you'll very soon find a mix where collision is not happening properly.
I can't work out the pattern of issue here, but I think it has something to do with rotating/translating/scaling the Shape such that one of those operations isn't be applied on the correct axis for the real collision shape.
Minimal reproduction project:
Walk into the small box, you will see correct, expected collision between player and box. Walk into the big box, and you will be able to walk all the way to middle as if its Z-Scale was like, 0.001. The only difference between these boxes are the transforms on them and their StaticBody parent. HuntDownTheWall.zip
The text was updated successfully, but these errors were encountered:
That would make sense, resetting the transforms on the collisionShapes seems to resolve the issue. Odd still, then I guess the bug report is perhaps simply that I'm not being given that warning.
Godot version:
v3.2.2.stable.official
OS/device including version:
Windows 10 - v1909
Issue description:
When creating levels with a number of Bodies with CollisionShapes, I simply noticed that the Player KinematicBody could walk through certain shapes as if one of their scales was very far wrong (i.e. shape mostly walk-throughable, but middle section still colliding).
Steps to reproduce:
Create a few StaticBodies (Or KinematicBodies/anyBodies), add a CollisionShape, add some rotations to the CollisionShapes (in my case, a couple of 90degrees on the x-axis), and play around with Scale in both the StaticBody node and the CollisionShape node, you'll very soon find a mix where collision is not happening properly.
I can't work out the pattern of issue here, but I think it has something to do with rotating/translating/scaling the Shape such that one of those operations isn't be applied on the correct axis for the real collision shape.
Minimal reproduction project:
Walk into the small box, you will see correct, expected collision between player and box. Walk into the big box, and you will be able to walk all the way to middle as if its Z-Scale was like, 0.001. The only difference between these boxes are the transforms on them and their StaticBody parent.
HuntDownTheWall.zip
The text was updated successfully, but these errors were encountered: