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While using an AnimationPlayer to animate a RemoteTransform2D node whose remote path is set to a KinematicBody2D node, the node will not move if it has "sync to physics" enabled, and the RemoteTransform2D has rotation or scale updates disabled. If you disable "sync to physics" or enable rotation/scale updates, then the node will move correctly.
Steps to reproduce:
Create Node2D scene
Add a KinematicBody2D node as a child, with the "Sync to Physics" property enabled
Add a RemoteTransform2D node, with the remote path set to the KinematicBody2D node, and the "update_rotation" and/or "update_scale" properties disabled
Add an AnimationPlayer with an animation to modify the RemoteTransform2D position
Run the scene, and the KinematicBody2D will not move
Stumbled upon this as well. Enabling sync to physics prevents me from disabling position, rotation, or scale in the Update section of the RemoteTransform2D. I have to leave them all enabled, and in my case, I had to then just tell the RemoteTransform2D to be rotated by 90 degrees to compensate for the fact that I could not turn off rotation updates. This only works because my path it is following is straight up and down. Otherwise, a simple rotation offset would not fix this. According to the docs and it seems this update article: https://godotengine.org/article/godot-31-will-get-many-improvements-kinematicbody, Sync to Physics is meant to be used this way.
Godot version:
v3.2.3.stable.official
OS/device including version:
Fedora 33
Issue description:
While using an AnimationPlayer to animate a RemoteTransform2D node whose remote path is set to a KinematicBody2D node, the node will not move if it has "sync to physics" enabled, and the RemoteTransform2D has rotation or scale updates disabled. If you disable "sync to physics" or enable rotation/scale updates, then the node will move correctly.
Steps to reproduce:
Minimal reproduction project:
Moving Platforms.zip
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