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Hello everyone! Just strarted a project where I want to use cyclops. But found a very inconvenient behaviour - I have a platform and a character walk close to its edge it gets stuck. You can escape the stuck, but it obviously screws all dynamics of the game. Is there an explanation to this, maybe a workaround? Thanks, will really appreciate the help, cause it's kind of critical to the game. |
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Replies: 2 comments 7 replies
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I think that's more just a general problem with collision and how your character controller is set up. Maybe try adding a ramp. You can also use a 'hover' style character where the character's collision object is only the chest area and you maintain height by raycasting to the ground and adjusting your character's position. |
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I'm guessing this is a problem with Godot's physics. For a block of this height, it will be hitting your capsule just under where it starts to become round which could be causing some weird feedback the physics system isn't handling properly. I tried using a cylinder instead and the problem went away. With the way Cyclops is set up, each block in your scene is using a ConvexPolygonShape3D for collision. I tried creating a second block of the same size (without Cyclops) that was just a StaticBody with BoxShape3D collision and had the same problem. |
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I'm guessing this is a problem with Godot's physics. For a block of this height, it will be hitting your capsule just under where it starts to become round which could be causing some weird feedback the physics system isn't handling properly. I tried using a cylinder instead and the problem went away.
With the way Cyclops is set up, each block in your scene is using a ConvexPolygonShape3D for collision. I tried creating a second block of the same size (without Cyclops) that was just a StaticBody with BoxShape3D collision and had the same problem.