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Godot version: v3.2.4.rc3 OS/device including version: Windows 8.1 Issue description:
extends KinematicBody2D var motion = Vector2() func _physics_process(delta): motion += Vector2(1,1) motion = move_and_slide(motion, Vector2.UP) for i in get_slide_count(): print(get_slide_collision(i).collider.name) print('WALL COLLISION: ' + str(is_on_wall())) print('FLOOR COLLISION: ' + str(is_on_floor())) print('----------------------------------')
The Godot icon moves into the two walls, then prints this, flipping back and forth:
South Wall WALL COLLISION: False FLOOR COLLISION: True ---------------------------------- East Wall WALL COLLISION: True FLOOR COLLISION: False ----------------------------------
If you replace the line motion += Vector2(1,1) with motion += Vector2(5,5) they will now return true on the same frame. No idea what's going on.
motion += Vector2(1,1)
motion += Vector2(5,5)
Here's the minimal reproduction project: physics_on_wall_on_floor_bug.zip
The text was updated successfully, but these errors were encountered:
Thanks! I can confirm on both 3.2.3 and 3.2.4.rc3.
Sorry, something went wrong.
See Shfty's character movement manifesto for a workaround:
Unstable floor results make my 'is grounded' flag jitter This seems to be down to the collision margin system Use a rolling window (2-3 frames should be sufficient) that folds down to a single bool using OR to de-noise the floor check
Fixed on master with the new CharacterBody logic (confirmed on 6877ccc but not sure which PR).
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Godot version: v3.2.4.rc3
OS/device including version: Windows 8.1
Issue description:
The Godot icon moves into the two walls, then prints this, flipping back and forth:
If you replace the line
motion += Vector2(1,1)
withmotion += Vector2(5,5)
they will now return true on the same frame. No idea what's going on.Here's the minimal reproduction project:
physics_on_wall_on_floor_bug.zip
The text was updated successfully, but these errors were encountered: