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Physics change between 3.2.3 and 3.2.4 RC5 #47015
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Could you test other beta/RC builds between 3.2.3 and 3.2.4 RC5 to narrow down the release where the regression first happened? If you can reproduce the issue in a minimal project that would be very helpful for debugging and fixing, but I can understand that it might not be easy to extract from your current code. |
No problem, I'll take a look and see if I can do it. My code-base is fairly young, it shouldn't be a problem removing/deleting things until I get an MVP. |
I tested RC1 and RC2, which look fine to me. RC3 seems to be the first version where this problem manifests. Here's the MVP. I made the |
would also like to add that my kinematicbody2D are sliding down slopes with move_and_slide_with_snap since rc3 regardless of snapping to -normals on slopes etc. |
@robertarnborg Could you please open a separate issue for your case, with a minimum repro project? It will make it easier to track down and fix. |
sure thing 🙂 Bugsquad edit: Issue is #47042. |
@nightblade9 You can fix this issue by setting a collision safe margin of 0.01 on your tiles. Some changes have been made in |
Can confirm that this fixes the issue with RC5 and the MVP project. Can you explain a bit more about what this field is and how it works? I've never looked at it before, and the tooltip in-editor is a big vague. Also: while my sprite is 32x32, the collision rectangle extents are 31.9x32. Is this correct, or is there a better way to do this? @akien-mga is this considered a real issue, or should I close it now that I know the fix @pouleyKetchoupp mentioned? |
Glad it works for you! This parameter is used for collision recovery, it's the distance at which a kinematic body is testing if it's stuck and tries to get unstuck before performing the actual motion. A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors in most cases. A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require it, e.g:
I agree the documentation could be more explanatory and should be improved.
This is the correct way to get collision in sync with visuals with
I'll let @akien-mga confirm, but I think we can consider the regression solved, although I would keep this issue open until the |
Godot version: 3.2.4 RC4
OS/device including version: Windows 10
Issue description:
Just switched from 3.2.3 to 3.2.4 RC5 to fix a GPU issue. I noticed that physics changed. Specifically: I have a grid of
KinematicBody2D
objects, boxed in on all four sides byStaticBody2D
. In_process
, I apply something likemove_and_slide(0, 100)
to each tile. In 3.2.3, the tiles are stable; in 3.2.4 RC5, they twitch up and down, and break the boundary. (Could be my setup is bad.)Here's a screenshot of the issue:
Here's a video where you can see the second-last column twitching near the bottom: https://imgur.com/a/obzu0Ty
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