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
KinematicCollision.get_local_shape() always returns the KinematicBody's first CollisionShape #31144
Labels
Milestone
Comments
I was able to reproduce the issue with Godot 3.1.1 (and unofficial nightly build 3.2.dev.calinou.fa35a73f0) on 64-bit Windows 10 (version 1903). The attachment has a small test project that demonstrates the problem. |
GodotPhysic is fine, happens only in bullet physics. |
pouleyKetchoupp
added a commit
to nekomatata/godot
that referenced
this issue
Aug 7, 2019
…ever set during move_and_collide() Fixes godotengine#31144
myhalibobo
pushed a commit
to myhalibobo/godot
that referenced
this issue
Sep 3, 2019
…ever set during move_and_collide() Fixes godotengine#31144
pchasco
pushed a commit
to pchasco/godot
that referenced
this issue
Oct 23, 2019
…ever set during move_and_collide() Fixes godotengine#31144
This exact issue Appears again in Godot 4 with GodotPhysics, I Tested in Godot 4.0.1.stable and 4.1.stable and both got the same issue |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Godot version:
3.1.1
OS/device including version:
macOS 10.14.5
Issue description:
KinematicCollisions returned by KinematicBody.move_and_collide or get_slide_collision will always return the acting KinematicBody's first CollisionShape as the local_shape, even if that CollisionShape is disabled, sizeless, or otherwise incapable of colliding with anything.
Steps to reproduce:
Create a KinematicBody with two CollisionShapes, disabling the one which is first in the child node hierarchy or, alternatively, arranging them such that only one could collide with your chosen target.
Move the KinematicBody to collide with the target via a method of your choice.
Get the local_shape of the KinematicCollision. It will invariably be the first CollisionShape in the KinematicBody's child node hierarchy.
The text was updated successfully, but these errors were encountered: