Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

KinematicBody2D isn't moved by RemoteTransform2D if "sync to physics" is enabled, and the RemoteTransform2D doesn't update scale or rotation #43834

Open
Tracked by #45334
nwforrer opened this issue Nov 24, 2020 · 2 comments

Comments

@nwforrer
Copy link

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:

  1. Create Node2D scene
  2. Add a KinematicBody2D node as a child, with the "Sync to Physics" property enabled
  3. Add a RemoteTransform2D node, with the remote path set to the KinematicBody2D node, and the "update_rotation" and/or "update_scale" properties disabled
  4. Add an AnimationPlayer with an animation to modify the RemoteTransform2D position
  5. Run the scene, and the KinematicBody2D will not move

Minimal reproduction project:

Moving Platforms.zip

@WolfgangSenff
Copy link
Contributor

I experience this as well on 3.2.4beta1 on macOS v10.15.5.

@djpeach
Copy link

djpeach commented Nov 27, 2020

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants