I tried setting up a kinematic body 2d with the information from that article, however, the system will never detect a collision with the ground floor and thus keeps in a state where is_on_floor() is never true.
In your existing demo for a physics based platformer, you are using RigidBody2D in combination with a RayShape2D and this works just fine.
Godot version: 3.1.stable.official
OS/device including version: OSX HighSierra latest, MacBook Pro
Issue description: In here https://godotengine.org/article/godot-31-will-get-many-improvements-kinematicbody you describe that it now supports rayshape2d for getting the slope thing right.
I tried setting up a kinematic body 2d with the information from that article, however, the system will never detect a collision with the ground floor and thus keeps in a state where is_on_floor() is never true.
In your existing demo for a physics based platformer, you are using RigidBody2D in combination with a RayShape2D and this works just fine.
Maybe I am doing something wrong here.
Steps to reproduce: See the attached project.
Minimal reproduction project: src.zip