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AI clipping into collision boxes and losing control of the player #882

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Biped-Potato opened this issue Dec 17, 2023 · 3 comments · Fixed by #885 or #886
Closed

AI clipping into collision boxes and losing control of the player #882

Biped-Potato opened this issue Dec 17, 2023 · 3 comments · Fixed by #885 or #886

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@Biped-Potato
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Description

Context: The player controlled character is "Fishy" the orange one, every other entity is an AI

  1. AI Clipping issue
    The AI will occasionally clip into the ground and start repeatedly playing the jump sound resulting in an obnoxious jittering noise while creating a motion as seen in the video
  2. Player Control Loss
    The ability to control the player is often lost for a period of time where it will just move to the right(i've only experienced to the right). You can stop this movement but not move in the other direction by pressing the left key.
buglow.mp4

To Reproduce

After moving around for a while these errors both occur for me

Expected Behavior

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Additional Context

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Log Messages

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@zicklag
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zicklag commented Dec 18, 2023

Thanks for the report!

Just for reference, I believe that the issue with the AI getting stuck is a physics issue related to #853 and the player issue will require more investigation.

No need for action on your part, I'll probably tackle this after getting networking back into MVP state.

@MaxCWhitehead
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Just some notes on losing control of the player - I was wondering if this had to do with other AI in the game, but I reproduced this with just the player alone with no other AI.

github-merge-queue bot pushed a commit that referenced this issue Dec 19, 2023
…ion causing AI to sink into ground (#883)

I seem to have set the update of saved positions used to determine if
kinematic has moved in the wrong spot, ended up in a situation in which
AI thinks it had not moved, but was inching down by -0.1 each frame,
sinking into ground.

I was able to repro fairly consistently and feeling pretty confident
this should fix the AI sinking into ground described in #882. (Though I
do not believe this is related to the losing control of player bit).

EDIT: #853 (objects stuck in walls) also appears to be resolved by this
fix.
zicklag added a commit to zicklag/jumpy that referenced this issue Dec 22, 2023
Includes a fix for user inputs being dropped randomly.

Resolves: fishfolk#882
@zicklag
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zicklag commented Dec 22, 2023

I figured out the input issue! I'm pretty sure, anyway, let me know if you have issues after the next release. I know I fixed something, and I'm pretty sure it helps a lot with the controls. Random inputs were being dropped or delayed 'till the next frame because of a missing ordering constraint in the Bevy system.

Fix is incoming, and I'll publish a bugfix release that includes both of the latest fixes.

github-merge-queue bot pushed a commit that referenced this issue Dec 22, 2023
Includes a fix for user inputs being dropped randomly.

Resolves: #882
@zicklag zicklag reopened this Dec 22, 2023
zicklag added a commit to zicklag/jumpy that referenced this issue Dec 22, 2023
Whenever the same key or button had multiple input events that happend in
the same frame, only the first event would be honored, leading to issues
where the "release" events were not being picked up and buttons would get
stuck in a "pressed" state.

Resolves: fishfolk#882
github-merge-queue bot pushed a commit that referenced this issue Dec 22, 2023
…886)

Whenever the same key or button had multiple input events that happend
in the same frame, only the first event would be honored, leading to
issues where the "release" events were not being picked up and buttons
would get stuck in a "pressed" state.

Resolves: #882
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