#physics works wrong
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(you'll need to set the horizontal speed every physics step if you want it to keep moving in a direction even if it hits something)
Oh, I misread the problem. I thought you wanted to be able to jump through the gap.
One problem with Godot's 2D physics is that it has a bit of a buffer zone around all your shapes, and that means that shape will sometimes hit each other when you think they shouldn't.
I think it's controlled by the safe_margin property.
But it might be difficult to completely eliminate it.
In my platformer, I gave the player a non-square collision shape and that helped with a lot of weird collision behaviour.
Maybe bevelling the top corners would help in your case.
You might not want a round-bottomed character in your case because you'll probably slip off corners.
Try making a custom polygon instead.