Currently, it seems that there are several error reports indicating issues with normal landing transitions. Some of these are caused by rotating the protagonist’s wall collision. Could you check if this operation is causing the problem?
If possible, providing a minimal reproduction project might allow for a more detailed analysis of this issue.
@taka
I haven’t found a similar issue in my own project. So I suspect it is closely related to the specific settings of the project. Therefore, without a specific project that can reproduce this issue for analysis, it is difficult to discuss further.
Could you provide a project where this bug occurs? This way, it can be reported to the development team to facilitate the corresponding fix.
Generally, each “assertion fix” corresponds to at least one BugReport and the reproduction project it provides. There are also cases where issues seem to have the same cause but are actually due to other reasons, such as problems with collision detection after rotation found in some reports. Such issues will not be fixed alongside “fixes corresponding to another problem report” until they are identified.
Currently, the most effective solution is to submit a reproduction project for specific issues to ensure that the root cause in this reproduction project is fixed.
Hi, I’ve tried putting back the condition that if you press right while the character is running and touch a wall, for example, you return to the wait state, and it continues doing the same thing as before. It keeps going from the Run state to the wait state, and it keeps detecting a wall where there isn’t one. I remove the condition again and the character moves normally. By the way, I’ve noticed that it continues doing another curious thing: if you stick to a wall and press the jump button, when it falls it’s as if for a moment it detects that it’s on the ground and you can jump again, and so on until you can climb the wall by jumping to the top.
I will send you the project files via direct message later.
This may be almost the same as what was submitted previously, but please check it.Please start from the beginning and try to progress to the second scene of the tutorial stage. Text will be displayed at the bottom of the screen, but this is something that normally does not appear unless it reaches a specific xPosition; for some reason, it is being displayed. It works correctly in version 1.0.17.
Additionally, there are destructible blocks placed in the same scene, but if you land while holding the left or right arrow keys on those blocks, the aforementioned bug occurs. This also works correctly in version 1.0.17.
I am submitting files once again, but to be honest, I have sent countless project files in the past. Please recognize that providing files repeatedly without the previous bugs being fixed is a significant burden for us as well. There are so many unresolved issues that I’m finding it difficult to explain where to start, and it’s becoming hard even to describe the bugs.
I have confirmed issue 2, where the x position value may be updated too late on the first frame after the player transfers scenes. This has been reported as a bug.
Below is a minimal project that can be easily reproduced for reference. x_position_after_portal_not_correct.zip (105.5 KB)
I might be late, but one thing that worked for me, with regards to Justus mentioning rotation, was resetting the rotation on the CollisionShape2D’s of any existing game objects that existed prior to the version change (newly created game objects have no bug). For some reason the rotation of the CollisionShape2D needs to be reset (ie. go to a new value and then back to 0). So by setting the rotation to something else and then setting it back to 0 it starts to work again as intended.
Again this is just for current game objects that existed in the project prior to the upgrade, newly created objects don’t need this rotation reset.