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RigidBody2D and moving platforms #40495
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I would like to use this issue to raise up some questions about the topic above. (please mark as off-topic if this isn't the place to talk about this) 1. Is the problem with tilemaps liked above worth an issue (didn't post since it looks like is an known one) 2. RigidBody2D in Kinematic Mode is bugged, or bad documented 3. Why isn't Godot focused on getting the 2D physics right? |
Please understand that Godot is community-developed. Most features are maintained on a best-effort basis; there is no warranty provided whatsoever. Still, physics will be refactored in 4.0 (godotengine/godot-proposals#570). |
@luccapedrini I've looked at the linked videos and I can't see anything that is happening that shouldn't be happening. Please be more specific. |
@madmiraal |
When the platform is moving left-to-right the When the platform is moving up-and-down, there is a delay between the |
Godot version:
Godot 3.2.2 (also tested in 3.2.1)
OS/device including version:
Windows 10 (Tested with both 2D physics engines)
Issue description:
I'm trying to make a 2D platformer that is very physics dependent (so I need to use a RigidBody2D), when the player jumps I use
apply_central_impulse()
and the player loses control until it hits the ground again.All of this mentioned above works almost perfectly, but when the player interacts with other moving bodies (Kinematic or Rigid) this happens:
https://imgur.com/a/dHyNUxr
**Bugsquad Edit: ** Added 10s clips of the videos in the link
I'm using the template project so it's easy to reproduce, but you can go ahead and test with any changed configuration and it still gives somewhat the same behavior.
Steps to reproduce:
RigidBody2D on top of any moving Body.
Minimal reproduction project:
Not gonna upload the project since it's an official template,
Template name: 2D Physics Platformer Demo (RigidBody)
Version: 3.2.2
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