Ubuntu 16.10 - Godot 2.1.2 stable
Issue description:
A StaticBody2D with a LineShape2D get incorrect collision against other bodies (or bodies against the static line).
It was expected to get collisions checked against full shapes, not just the "lower" part.
Steps to reproduce:
Happens with other shapes against a line.
Link to minimal example project:
StaticLineBug.zip
Are you sure it isn't a feature? :wink:
@bojidar-bg I was thinking the same way. That dangling Godot is priceless lol.
Affects master too.
Project for Godot 3:
StaticLineBugV3.zip
First of all thank you for your report and sorry for the delay.
We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to.
We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us.
Could you check if the issue that you described initially is still relevant/reproducible in Godot 3.0 or any newer version, and comment about its current status here?
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Still valid for 3.0.2 or current master.
Not sure if related, but a KinematicBody2D that moves toward a nonmoving StaticBody2D with a LineShape2D hitbox will "jiggle" as if it's constantly entering the LineShape2D and being pushed back out. This problem doesn't happen with any other type of hitbox.
To be fair, the docs recommend against using LineShape2Ds on a StaticBody2D, apparently for performance issues, but it's still weird, unintuitive behavior.
@MutantOctopus you mean this #9332?
Maybe, but not exactly. In my own experience I've had no problems with moving away from the line - but so long as you hold toward the line, the KB keeps jittering as if it keeps getting pushed away. It's probably related.
I would like confirmation if this is a bug or a feature (like with Plane), in the case of being the intended behavior this will need to be documented.
LineShape2D will most likely be removed in 3.2/4.0 due to difficulty in using it with other phyisc engine and everything in general.
I would like confirmation if this is a bug or a feature (like with Plane), in the case of being the intended behavior this will need to be documented.
I confirm I've stumbled upon this some time ago in 3.2, that's why I don't use this currently. 馃槙
42532 is there to fix this.
Indeed the patch fixes it. It took over 3 years to wait for a single line of code.
(We know why it's called Godot ;-)
Most helpful comment
Are you sure it isn't a feature? :wink: