Open SaffronStreams opened 3 years ago
@SaffronStreams Please upload a minimal reproduction project to make this easier to troubleshoot.
I did a minimal project. Left bottom corner has concave collision, which either seems to remove the collision or only make it 1px thick perhaps? When objects approach at high enough speed (here I put the rigid with 25 times gravity, in my game it triggered when my main character was at 4/5 max falling speed (a KinematicBody2D in the character's case)) they fall through. On the other side I left it on convex, but then the shape is probably altered to make it convex so the collision sticks out from the expected shape.
In my game I have "gotten around" the problem by making all my Tiles fill the whole tile, so I only ever need to use one type of collision. However, since the button is there I suspect this is not expected behavior?
This issue seems related to https://github.com/godotengine/godot/issues/24003, but still present (regression error?)
I'm running Godot 3.2.3.stable, on Windows 10.
I have set up a TileMap Autotiler, 3*3 Minimal, but run into an issue at the corners. At first my collisions were set up to use ConvexPolygonShape2Dss (the default), but I ran into the issue of my character not being able to stand in the corner. And if approached from above they would get stuck without getting an (on_floor).
After looking around for issues I found a partial solution in converting the respective tiles collision to ConcavePolygonSHape2Ds.
However, this seems to lead to another issue where the collision are no longer visible in debug mode, and with enough speed items / the player will just fall (partially) through and get stuck.