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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-08-17 07:18:22 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-08-17 07:18:22 -0700 |
commit | 2084bb5eb9a88a9258db243a9955f7430f48e7b8 (patch) | |
tree | c30a1ef8d000ad3dd3dd31cf6da6ecc2f1e69f36 | |
parent | 913a7a63d5260e32ac992ff419f35992446ead0b (diff) | |
download | redot-engine-2084bb5eb9a88a9258db243a9955f7430f48e7b8.tar.gz |
Fix 3D character snap on moving platforms
Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent, like it's done in 2D.
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 610974ff90..092efc55d7 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1176,11 +1176,6 @@ bool CharacterBody3D::move_and_slide() { } } - if (!on_floor && !on_wall) { - // Add last platform velocity when just left a moving platform. - linear_velocity += current_floor_velocity; - } - if (was_on_floor && snap != Vector3()) { // Apply snap. Transform3D gt = get_global_transform(); @@ -1213,6 +1208,11 @@ bool CharacterBody3D::move_and_slide() { } } + if (!on_floor && !on_wall) { + // Add last platform velocity when just left a moving platform. + linear_velocity += current_floor_velocity; + } + return motion_results.size() > 0; } |