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One way platforms don't detect collision correctly on the edge #14724

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ntgraff opened this issue Dec 15, 2017 · 4 comments
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One way platforms don't detect collision correctly on the edge #14724

ntgraff opened this issue Dec 15, 2017 · 4 comments
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@ntgraff
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ntgraff commented Dec 15, 2017

OS: Windows 10
Godot Version: Godot 3.0 Beta 1,
Problem:
This This happens when I use a one way platform.

Steps to reproduce:
create a basic platform character, and create a one way platform, it is pretty simple

Link to minimal example project:
Example of Player Character

@dherring
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May be related to issues #9399 and #11357

@ghost ghost added this to the 3.0 milestone Dec 17, 2017
@akien-mga
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We have now entered release freeze for Godot 3.0 and want to focus only on release critical issues for that milestone. Therefore, we're moving this issue to the 3.1 milestone, though a fix may be made available for a 3.0.x maintenance release after it has been tested in the master branch during 3.1 development. If you consider that this issue is critical enough to warrant blocking the 3.0 release until fixed, please comment so that we can assess it more in-depth.

@akien-mga akien-mga modified the milestones: 3.0, 3.1 Jan 5, 2018
@reduz reduz self-assigned this Sep 6, 2018
@reduz
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reduz commented Nov 2, 2018

This may have been fixed by 64f649a. You example project is not really a project and I don't have time to build one around your player code. Feel free to reopen if the problem persists.

@reduz reduz closed this as completed Nov 2, 2018
@sicienss
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This is still a problem in 3.1.

Collision detection for rectangular physics objects right on the edge of one way platforms is not consistent.

I will build and send an example project later today.

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