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[Bullet] move_and_slide_with_snap inconsistent is_on_floor #34081
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Are you applying a downward force (like gravity) before calling is_on_floor? |
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. |
The snap thing sounds a bit like #34098? |
Can be still reproduced in 3.2.4 beta 5, but occurs only when using Bullet Physics (default settings). Switching to Godot Physics 3D fixes the issue. |
Is this still reproducible in 3.5 RC 1 or later? If so, could someone provide a minimal reproduction project to make this easier to test? |
Closing due to lack of response, if you provide the requested information this can be reopened |
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).
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