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Player movement anomolies when dropping between moving platform and wall

Open approboGames opened this issue 7 years ago • 2 comments
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If a player drops between a collision involving a wall/static platform and a moving platform (for example when a moving platform bridges two static platforms by moving side to side) player movement anomalies occur.

Observed anomalies:

  • In some cases the player gets "absorbed" into the moving platform and moves with it while inside
  • General player "judder" movments

Possible workaround:

  • When creating an instance add a "moving_ground" table to identify moving platform collision group hashes
  • Temporarily disable an active collision with a "moving_ground" object if hit from the side to let the player drop through

approboGames avatar Oct 12 '18 21:10 approboGames

I've tried reproducing this with the latest version of Platypus, but so far failed. Here's a GIF of the player being pushed by a moving platform into a wall. Also attempts at jumping and trying to get stuck:

platypus

The 3.0.2 release fixed issues with "jitter" when falling next to a wall. Could be related...

britzl avatar Oct 17 '18 06:10 britzl

I did some more testing with this. I'm seeing different results to yourself. (V3.0.2) download.

Player moving in and out of walls: 1

If your actually moving in the direction of the wall (left in this case) you can full on enter the wall: 2

BUT, more I think of this and all the possible scenarios it's probably not practical to try and address them all in Platypus. Should they even be addressed in Platypus at all, is it outside the remit?

Would it be possible to detect if the player is trapped and have a 'platypus.TRAPPED' message, then users could decide what to do in the player script. Eg: Player dies, or disable the collision on the paltform for a short time to allow the player to drop through.

Maybe this is a better option?

approboGames avatar Oct 25 '18 12:10 approboGames