Open NormanTS1 opened 3 months ago
Please upload an MRP to make this easier to test:
.godot
folder in the archive (but keep project.godot
).working on it rn
is it okay if i show it with a footage?
An MRP would be best but footage would help with the details
i'll send both
Here's the MRP, you can also find the footage inside the file
@NormanTS1 In the future, please use the Edit button (located behind the … icon in the top-right corner of your comments) instead of multi-posting.
Sure (if you mean for the mrp too, it's also in the main comment too
is there something i need to know? like, did you people experienced the bug?
i also tried changing the entire bump block system, but same results btw
Tested versions
Reproducible in Godot v4.3.beta1
System information
Windows 11 - Godot v4.3.beta1 - OpenGL (Compatibility)
Issue description
I have a player for my Mario fan game, and i use staticbodies as blocks. To detect if the player is on the bottom side of a block, i use an area2d. The player can sprint; and when he hits the area2d's block on the edge in a specific pixel (probably) while sprinting, it doesn't bump.
If I don't sprint however, everything works just fine. So my theory is that the player hits and leaves the area so fast that the area2d below the block doesn't detect it immediately.
Steps to reproduce
Make simple player for platfomer games (that can walk, jump, and run at least), and assign it to a group
Make the question block using a staticbody2d and add an area2d under the block so that the player can interact with it from the bottom side.
connect the area2d's _body_entered(body:Node2D) signal to the block script, and then write this:
Play the game and test it, by jumping to the edge of the block a few times until it doesn't print anything.
Here's a project i made rapidly that showcases the issue, i also added a footage inside the file so you can see how to achieve the problem.
area2d-issue.zip