Open archerallstars opened 3 years ago
duplicate of #45060
duplicate of #45060
I don't think it's a duplication since the issue relates to a completely different physics engine (Bullet vs GodotPhysics).
Moreover, the behaviors related to the issue are completely different as one completely freezes and unable to detect the floor while the other has none of these behaviors.
Godot version:
OS/device including version:
Issue description:
I move a KinematicBody3D with velocity input to the move_and_slide() using the Bullet/default physics engine. But after a while, the KinematicBody3D stop moving completely even though the given velocity is not equal to zero, as shown in my screen recording below:
https://user-images.githubusercontent.com/1403194/104109159-d4519880-52a9-11eb-897c-97f6372b402d.mp4
And when I checked the is_on_floor() output, it did not always return true even though the KinematicBody3D was always on the floor with the gravity applied to it on every physics frame, as shown in my screen recording below:
https://user-images.githubusercontent.com/1403194/104109200-5215a400-52aa-11eb-850e-e9b1d01f1b8d.mp4
I am not sure whether this issue is related to #33833 in some way.
Steps to reproduce:
Minimal reproduction project:
test.zip