-
-
Notifications
You must be signed in to change notification settings - Fork 21k
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
Kinematics body regression when using raycast collision shapes. #42462
Comments
That's the cherry-pick for #41426, CC @madmiraal @AndreaCatania. |
Fixed with #42500. Interestingly, -0 should have caused it to fail (flip the RayCast) too, but Bullet didn't think that it was close enough to zero. 😕 So maybe something to look into too. |
akien-mga
changed the title
[3.2] Kinematics body regression when using raycast collision shapes.
Kinematics body regression when using raycast collision shapes.
Oct 2, 2020
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Godot version:
3.2.git
Commit causing the regression : a9b5dc5
OS/device including version:
Ubuntu 20.04
Issue description:
When using Bullet, kinematics body ignores the ray collision shapes when using
move_and_slide
.Using
move_and_collide
makes it collide at the beginning of the ray instead of the end.Steps to reproduce:
move_and_collide
: The collision happens at the wrong endmove_and_slide
: The collision is ignored.Minimal reproduction project:
minimal_project.zip
Motion happens in the gravity.gd script.
The text was updated successfully, but these errors were encountered: