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Issue description:
I have a simple gridmap and kinematicbody, if my body stands exactly between 2 tiles with collision the is_on_floor() value jumps to True and False and makes the state inconsistent. If I'm on a tile (not near the edge) the is_on_floor() value is correct.
Steps to reproduce:
Create gridmap with a simple cube (1x1x1) and collision. Create a map and set the kinematic body at (0, 0, 0).
The text was updated successfully, but these errors were encountered:
yes, I apply gravity to the velocity vector, but the problem was that I was using the FLOOR_VECTOR as (0, 1, 0) and the SNAP_VECTOR to (0, 1, 0), settings the snap vector y to negative value seems to work correctly. Now I have some problem with the wall collision if I have a velocity pointing a wall, move_and_slide_with_snap returns to me a velocity != 0 in the direction of the wall and not 0.
An example velocity.x = -1 and I'm attached to a wall, move_and_slide return me -1 as x velocity and not 0
pouleyKetchoupp
changed the title
move_and_slide_with_snap inconsistent is_on_floor
[Bullet] move_and_slide_with_snap inconsistent is_on_floor
Jan 7, 2021
Godot version:
3.1 >
OS/device including version:
Linux Manjaro
Issue description:
I have a simple gridmap and kinematicbody, if my body stands exactly between 2 tiles with collision the is_on_floor() value jumps to True and False and makes the state inconsistent. If I'm on a tile (not near the edge) the is_on_floor() value is correct.
Steps to reproduce:
Create gridmap with a simple cube (1x1x1) and collision. Create a map and set the kinematic body at (0, 0, 0).
The text was updated successfully, but these errors were encountered: