Open daxpedda opened 2 years ago
I've run into this as well, but meshing all of the tiles is probably the right solution anyway. Still annoying that it blocks quick n' dirty tests.
I think that's a rapier
issue, but I agree it would be convenient to be able to have a smoother experience for "quick n' dirty tests".
Any update on reproduction code is appreciated.
When programming a simple platformer, building a straight path out of many
ColliderShape
s and having a character walk on it doesn't work.I am assuming that the issue is that the y-coordinate of every
ColliderShape
is not exactly the same, because off32
inaccuracies. So the character walks along the straight path but bumps into a block that isn't exactly on the same y-coordinate as the one before it.Example code
```rust use bevy::prelude::*; use bevy_rapier2d::prelude::*; const SCALE: f32 = 16.; const PLATFORM_Y: f32 = -8.; const TILES: isize = 100; const CONTROLLER_JUMP_IMPULSE: f32 = 15.; fn main() { let mut app = App::new(); app.add_plugins(DefaultPlugins); app.add_plugin(RapierRenderPlugin); app.add_plugin(RapierPhysicsPlugin::Somebody else had this issue before, probably with a better explanation of what the issue is about: https://dev.to/sbelzile/making-games-in-rust-part-7-fixing-the-player-randomly-stuck-issue-3mj5.