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Collisions of RigidBody2D are offsetted when moving. #20105

Open
Tracked by #45334
enthus1ast opened this issue Jul 11, 2018 · 3 comments
Open
Tracked by #45334

Collisions of RigidBody2D are offsetted when moving. #20105

enthus1ast opened this issue Jul 11, 2018 · 3 comments

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@enthus1ast
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Godot version:

9f82368

OS/device including version:

Linux eb 4.17.2-1-ARCH #1 SMP PREEMPT Sat Jun 16 11:08:59 UTC 2018 x86_64 GNU/Linux

Issue description:

Collisions of RigidBody2D are offsetted when moving.
In our current project we swap the mode back and forth from MODE_CHARACTER to MODE_KINEMATIC.
KinematicBody2D seems not affected.

Steps to reproduce:
See the attached demo scenes, videos and gif.

Minimal reproduction project:
(use arrow keys to move)
collisionOffsetIssue.zip
video1
video2

collisionissue

@akien-mga
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Still reproducible in the current master branch.

@akien-mga akien-mga modified the milestones: 3.2, 4.0 Jan 7, 2020
@KoBeWi
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KoBeWi commented Dec 10, 2020

Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
I tried the repro, but not sure what to look at.

@enthus1ast
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@KoBeWi

yes it's still reproducable with the current stable (3.2.3).

In the first demo, the "spaceship" accelerates all the time, this pushes the collision down:
2020-12-22 16_54_50-collisionOffsetIssue (DEBUG)

2020-12-22 16_55_18-Godot Engine - collisionOffsetIssue - Main tscn

In the second demo:
2020-12-22 17_01_14-2020-12-22 16_55_18-Godot Engine - collisionOffsetIssue - Main tscn png - Everyt

You see that the collision is offsetted based on the speed:
2020-12-22 17_01_47-collisionOffsetIssue (DEBUG)

2020-12-22 17_04_21-collisionOffsetIssue (DEBUG)

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