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When a KinematicBody2D moves through a one way platform, it can get extraneous positioning against the one way direction, causing a sudden jumping effect. The test project shows this by having two KinematicBody2Ds with different masks/layers going through multiple layers of one way platforms each with a one way collision margin of 1. Only one of the KinematicBody2Ds is set to collide with the platforms. The KinematicBody2D that collides with the platforms gets pushed up vertically each time it passes through a platform, while the non-colliding KinematicBody2D goes in a completely straight line, which should be the expected behavior of both of them. The final layer has a one way collision margin of 16, showing a much bigger jump.
Godot version:
3.2.3
OS/device including version:
Windows 10
Issue description:
When a KinematicBody2D moves through a one way platform, it can get extraneous positioning against the one way direction, causing a sudden jumping effect. The test project shows this by having two KinematicBody2Ds with different masks/layers going through multiple layers of one way platforms each with a one way collision margin of 1. Only one of the KinematicBody2Ds is set to collide with the platforms. The KinematicBody2D that collides with the platforms gets pushed up vertically each time it passes through a platform, while the non-colliding KinematicBody2D goes in a completely straight line, which should be the expected behavior of both of them. The final layer has a one way collision margin of 16, showing a much bigger jump.
Steps to reproduce:
Run the test project.
Minimal reproduction project:
test_move_one_way_snapping.zip
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