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Godot version: 3.2 alpha 2 OS/device including version: macOS Mojave Issue description:
I faced the same issue as #5929, reduz said it's not an issue but a limitation of the physic engine, scale must not be used with this node (or a rigid in non static mode) and the issue was closed.
This issue is similar but with the rotation property #2129
However those fields are accessible in the UI/Code and nothing warn the user of that situation.
I suggest if possible to disable those properties if they can't be used or at least display a warning/error message to avoid users to face the problem.
The text was updated successfully, but these errors were encountered:
fabriceci
changed the title
move() turns KinematicBody2D's scale from negative to positive
Disable properties that should not be used (scale/rotation) (or warn the user)
Oct 22, 2019
Hello, so how exactly are you supposed to flip all the raycasts (and others) you have? this isn't usually just a sprite you're changing, but a dozen nodes inside a kinematic body? Do you expect everyone to have double the number of nodes and inside code switch between the two, or perhaps every time you want to switch, do the maths and reverse every ray and collision box...
At least implement the above and disable the node, cos after 3 hours of coding and testing, I just realised I've completely wasted my time :(
Godot version: 3.2 alpha 2
OS/device including version: macOS Mojave
Issue description:
I faced the same issue as #5929, reduz said it's not an issue but a limitation of the physic engine,
scale
must not be used with this node (or a rigid in non static mode) and the issue was closed.This issue is similar but with the rotation property #2129
However those fields are accessible in the UI/Code and nothing warn the user of that situation.
I suggest if possible to disable those properties if they can't be used or at least display a warning/error message to avoid users to face the problem.
The text was updated successfully, but these errors were encountered: