-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
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
move_and_slide_with_snap 3D KinematicBody not snapping on slopes #38564
Comments
Related to #30777? |
Duplicate of #34098? In addition I've noticed:
but you're defining falling as moving down:
which is the case when you're moving down the slope.
|
The mountain is 45°. After removing falling from snap check
and setting max_floor_angle to 90° (just to be sure) it still doesn't snap. Then I swapped the 4 RayShapes which were the "feet" colliders with 1 BoxShape and with that it indeed snaps to the slope. At first I had the "feet" as a BoxShape but swapped to RayShapes because I don't want the player to slide on slopes but found this #34117. Now snap works but sliding is happening again (I'll try the fix for that from that thread). So isn't this a bug with RayShape not snapping just like madmiraal linked #34098? |
Why not set 46º as the default value instead of 45º? Oh, I found out that there is an open one to this. |
Closing as duplicate of #34098. |
Godot_v3.2.2-beta1_win64
I can't seem to get KinematicBody 3D snap onto slopes. Currently testing with 45º slope.
Same issue here but 2D #26274
I tried the suggestion to set floor_max_angle to 45º or above.
What am I missing here?
Project attached.
Cortez.zip
The text was updated successfully, but these errors were encountered: