-
-
Notifications
You must be signed in to change notification settings - Fork 21.8k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
KinematicCollision3D.get_local_shape()
always returns only the zero index shape
#75069
Comments
Be careful, you're conflating the |
@adamscott I've updated the code to reflect that mistake and updated teh MRP in the original post but as I mentioned previously I did check all the indices manually anyway and they all return a wrong shape. Perhaps I'm still doing something wrong? I really can't get to the colliding shape and only the 0 index one. Thank you for pointing out my mistake but does it change anything considering the above mentioned, please? EDIT: I've edited the original post and removed stale info considering the changes, problem is sitll the same. |
Yeah, something seem wrong. I'll try to put more time on this soon to confirm the issue. |
Still buggy in 4.3 stable |
KinematicCollision3D.get_local_shape()
always returns only the zero index shape
Thanks @Belserich for the ping ! I decided to really investigate this time and I found out the issue. |
Godot version
4.0 dotnet
System information
Windows 10, Nvidia GTX 1660Ti, Vulkan
Issue description
I'd first like to say I'm not sure if this is a bug or if I'm just understanding the functionality wrong, I've been trying reddit, discord for days, nothing so I decided to come with it here.
I'd like to get the collision shape which collided during KinematicCollision from inside a CharacterBody3D, I found there's
get_local_shape(index)
method but this method always returns only the 0 index CollisionObject.If I'm using this wrong I'm sorry, is there some way to use this or something else to get the particular colliding shape?
Test project is in gdscript.
Thank you.
Steps to reproduce
The local_shape_at_index prints the shape that should be colliding but it returns only the 0 index CollisionShape3D which is named CharacterBodyShape1, the shape which collided is CharacterBodyShape2
As you can see now it prints the colliding shape but only because it's the 0 index shape.
Minimal reproduction project
TestGetLocalShape.zip
The text was updated successfully, but these errors were encountered: