RigidBody2D randomly clipping the corner of TileMap tiles
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My RigidBody2D sometimes clips the corner of a TileMap tile and seems to trip over it. Both the rigid body and tiles have perfectly square shapes and it seems completely unpredictable when a clip will happen. I think I saw a similar post suggesting to use a capsule shape for the rigid body but I need its collision shape to remain square. Anyone know how I could get around this? I'm on Godot 4.2 if it matters.

The first two impulses show the desired result and the third shows the tile clipping:

The rigid body and tiles' collision shapes:

Peppergrass answered 7/3 at 16:34 Comment(0)
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I found a solution for anyone wondering! https://github.com/godotengine/godot/issues/47148#issuecomment-1889892323

Peppergrass answered 21/3 at 18:31 Comment(0)

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