Comments (6)
You'll see both signals triggered at the same time
I'm running your repro, but I'm not seeing this behavior, no matter which of the areas I try to walk into.
Is there anything else I have to do?
(I am however seeing some jank when being pushed by that TrapWall
thingy, which doesn't seem to happen with Godot Physics, but that's unrelated to this I guess.)
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Hey!
For the jank I don't think it's related but would be good to investigate too, as for the Area3D I don't know what happens but after I restarted my computer it suddenly works.
Apart for the fact that the player is detected as entering and exiting the area when the lift goes down, the entering and exiting seems to be working fine now.
I don't know what was happening before that or if you can reproduce it, Maybe try in a fresh new project.
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Apart for the fact that the player is detected as entering and exiting the area when the lift goes down, the entering and exiting seems to be working fine now.
You mean as it's descending or once it's hit the ground again? I'm not seeing either of these. For me it acts as expected, where you get an enter event when you step onto the lift and an exit event when you step off.
from godot-jolt.
Try to stay on the lift when it goes up and when it's descending take a look at the debug console (activate the gizmo in game you'll see that you never exit the area3D collider), you'll see that you enter and exit the area3d multiple times.
That is also happening with Godot default physics but it seems strange to me that it happens in the first place :)
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I am seeing something like that if I make the area's height a bit shorter, like 0.5 m. In that case it exits as it starts descending and enters once it's hit the bottom, which I suppose might make some kind of sense if the area's step size is greater than the overlap between it and the character. The fix there would be to just make the area taller.
You might also want to change the process mode of your tweens to be tween.set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
since they're modifying the positions of physics objects, otherwise you'll potentially get very different outcomes on different machines, which might explain some of the differences we're seeing.
Anyway, given that the issue happens with Godot Physics as well it's unlikely to be an issues with this extension, so I'll go ahead and close this.
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Ok thank you for the intel, I'm kind of new to Godot 4 and Jolt physics. Thank you for the fast answer and help.
Just tried making the area collider bigger than the character capsule and it indeed worked. Was used to Unity not working the same :)
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Related Issues (20)
- Error regarding non-existent interface function when loading in Godot 4.2-dev2 HOT 1
- Box-shaped character behaves erratically at triangle edges HOT 2
- Unhandled override mode error with multiple worlds HOT 5
- [Feature Request] Make it work for 2D HOT 3
- Some area methods don't allow for space RIDs HOT 2
- `get_slide_collision_count()` not returning correct count. HOT 3
- AreaBody3D don't detect RigidBody3D's with body_entered HOT 3
- Inability to remove jolt addon HOT 1
- Cylinder versus triangles yields over-exaggarated penetration depth HOT 6
- Area is null when interfacing with PhysicsServer3D HOT 1
- Question regarding scale HOT 7
- Inertia is not correctly reported and partial custom inertia is not supported HOT 1
- Ragdolls crashing game and causing odd visual effects. HOT 3
- Doesn't support 4.3 (dev builds) right now HOT 4
- One-way collision with kinematic body yields strange contacts and NaNs HOT 1
- All joints return Node3D type when referenced in code HOT 1
- Linux clang build doesn`t work HOT 2
- `JoltPhysicsServer` returns the direct state of bodies without a space in `_body_get_direct_state` HOT 1
- [Crash] Freeing any PhysicsBody3D with a CollisionPolygon3D will crash the game when "Visible Collision Shapes" is enabled HOT 3
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