Landing while still falling?

I was experimenting with the tutorial, but when I create a wall higher than the player and jump while touching it, the character seems to land mid-fall.

How can I prevent the landing check from triggering until the character actually touches the ground?

Regarding this issue, I also verified it in a project I am currently developing, and it behaves the same way, landing when rubbed against a wall. (It was functioning correctly before.)

When I tried reverting to the previous version, both the tutorial and my custom project worked correctly, so I believe this may be a bug caused by the previous update related to wall collision detection.

As Tanaka-san pointed out, there appears to be an issue with the diagonal collision detection in the current version 1.0.18.

We ask that you please wait a little longer for the fix, or you may use the previous-version (one version prior) branch via Steam’s beta feature.

Thank you for your response.

I will wait for the corrections.

Fixed in version 1.0.20.

We would appreciate it if you could test whether it is functioning correctly.

I have confirmed that the correction has been made.

Thank you for contacting us.

It still occurs in my project. Are there any plans for further fixes?

Since it is difficult to fix the issue without identifying the cause, could you please share a reproducible project?

I don’t think we’ve made many changes to player behavior, so please verify using the materials I provided earlier… I can’t definitively say this is the cause, but compared to the tutorial, it seems like the collision detection is overlapping. Do you have any idea what might be causing the overlap?

By the way, when we reverted to the version before the update where the issue didn’t occur, we found that the overlap itself was already happening prior to the update.


We conducted testing on the project you provided.

We were unable to confirm the behavior where the character transitions to the landing state while jumping or falling.

(Note: We configured the system to output a “landing” message when transitioning to the standing state, but after attempting various actions involving rubbing against walls while jumping, the “landing” message was never output during the jump.)

Regarding the issue of appearing to clip into the wall, this is due to the “area used to determine tile effects,” which is an automatically generated detection area that is 1 pixel larger than the wall collision area. Therefore, clipping is considered normal behavior.

Hmm, so it depends on the environment…

https://xgf.nu/ChdHd

Tanaka-san’s project involves quite complex air processing, so it might be occurring due to some combination of factors…

Currently, there is a bug where some processes behave incorrectly during the initial startup, and it has been reported that resetting with F5 resolves the issue. However, does the behavior not improve even after resetting with F5?

We have identified the cause.
It appears to occur when the protagonist’s wall collision width is approximately less than 16 pixels.
The issue also occurs in the sample project when the width is narrowed.

…Is this a bug fix case? If it’s considered a specification, then so be it…

Confirmed.

I was unable to reproduce it in the minimal project…

However, in the tutorial project, when I set the collision to Rectangle, used a small size like 10x10, and jumped from a distance to fly towards it, the landing occurred.

I will investigate further and report back to the development team.

This issue has been fixed in version 1.0.21, released today. We would appreciate it if you could confirm this.

It doesn’t seem to be fixed…

https://xgf.nu/fifGv

I operated it locally, but it still appears with the capsule type, so I am requesting additional fixes.

Based on the method shown in this video, it seems to come out normally whether it’s a capsule or a square.

We sincerely apologize for the long wait…!
The collision issue has been fixed in today’s version 1.1.7 update.
We kindly ask you to please check it.

I haven’t been able to identify the cause yet, but the app crashes whenever an enemy dies…