{"action":"created","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/18624","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/18624/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/18624/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/18624/events","html_url":"https://github.com/godotengine/godot/issues/18624","id":320476856,"node_id":"MDU6SXNzdWUzMjA0NzY4NTY=","number":18624,"title":"KinematicBody behaviour bugs with Bullet physics engine","user":{"login":"SaracenOne","id":12756047,"node_id":"MDQ6VXNlcjEyNzU2MDQ3","avatar_url":"https://avatars1.githubusercontent.com/u/12756047?v=4","gravatar_id":"","url":"https://api.github.com/users/SaracenOne","html_url":"https://github.com/SaracenOne","followers_url":"https://api.github.com/users/SaracenOne/followers","following_url":"https://api.github.com/users/SaracenOne/following{/other_user}","gists_url":"https://api.github.com/users/SaracenOne/gists{/gist_id}","starred_url":"https://api.github.com/users/SaracenOne/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/SaracenOne/subscriptions","organizations_url":"https://api.github.com/users/SaracenOne/orgs","repos_url":"https://api.github.com/users/SaracenOne/repos","events_url":"https://api.github.com/users/SaracenOne/events{/privacy}","received_events_url":"https://api.github.com/users/SaracenOne/received_events","type":"User","site_admin":false},"labels":[{"id":73330064,"node_id":"MDU6TGFiZWw3MzMzMDA2NA==","url":"https://api.github.com/repos/godotengine/godot/labels/bug","name":"bug","color":"ff2222","default":true},{"id":370471880,"node_id":"MDU6TGFiZWwzNzA0NzE4ODA=","url":"https://api.github.com/repos/godotengine/godot/labels/topic:physics","name":"topic:physics","color":"ffdd44","default":false}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":10,"created_at":"2018-05-05T03:52:44Z","updated_at":"2018-08-26T08:04:59Z","closed_at":null,"author_association":"CONTRIBUTOR","body":"**Godot version:**\r\naf9a6202ebb1eda4f928d2d601162cf4b211752b\r\n\r\n\r\n**OS/device including version:**\r\nWindows 10\r\n\r\n\r\n**Issue description:**\r\nI had previously created an extension to Godot's KinematicBody node which includes features like ramp and stairs traversal, and which seemed to run exactly as intended under the old Godot physics system, but under the new Bullet physics, a variety of issues have appeared. These issues can be most obviously observed by testing with the provide test project I have linked to and trying it with both physics engines. The code which previously allowed seamless traversal over a variety of difficult surfaces now no longer works as intended. It should be worth noted however that not ALL of these issues which now appear were present in the last stable release of Godot, even when using the Bullet physics engine, and this can also be tested by running the provided project with a stable release of the engine. However, the stable release STILL does have issues with the Bullet physics engine which are just less obvious. These can often be observed by attempting to ascend the ramp from the side or attempting to land on the crack in the wall. @AndreaCatania has expressed an interest in trying to debug this issue further, but all help would be appreciated.\r\n\r\n\r\n\r\n**Steps to reproduce:**\r\nSimply test the provided project under the latest build of Godot and run it with both the old GodotPhysics engine and the new Bullet physics engine. If you want to test this under the previous stable release (I've only tested this with the Steam build assuming this is the latest stable build), use the 'extended_kinematic_body' godot_3_stable branch or download the stable zip file project.\r\n\r\n**Minimal reproduction project:**\r\nhttps://github.com/SaracenOne/godot_extended_kinematic_body_testbed\r\n[godot_extended_kinematic_body_testbed_bleeding_edge.zip](https://github.com/godotengine/godot/files/1976306/godot_extended_kinematic_body_testbed_bleeding_edge.zip)\r\n[godot_extended_kinematic_body_testbed_stable.zip](https://github.com/godotengine/godot/files/1976307/godot_extended_kinematic_body_testbed_stable.zip)"},"comment":{"url":"https://api.github.com/repos/godotengine/godot/issues/comments/416021517","html_url":"https://github.com/godotengine/godot/issues/18624#issuecomment-416021517","issue_url":"https://api.github.com/repos/godotengine/godot/issues/18624","id":416021517,"node_id":"MDEyOklzc3VlQ29tbWVudDQxNjAyMTUxNw==","user":{"login":"SaracenOne","id":12756047,"node_id":"MDQ6VXNlcjEyNzU2MDQ3","avatar_url":"https://avatars1.githubusercontent.com/u/12756047?v=4","gravatar_id":"","url":"https://api.github.com/users/SaracenOne","html_url":"https://github.com/SaracenOne","followers_url":"https://api.github.com/users/SaracenOne/followers","following_url":"https://api.github.com/users/SaracenOne/following{/other_user}","gists_url":"https://api.github.com/users/SaracenOne/gists{/gist_id}","starred_url":"https://api.github.com/users/SaracenOne/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/SaracenOne/subscriptions","organizations_url":"https://api.github.com/users/SaracenOne/orgs","repos_url":"https://api.github.com/users/SaracenOne/repos","events_url":"https://api.github.com/users/SaracenOne/events{/privacy}","received_events_url":"https://api.github.com/users/SaracenOne/received_events","type":"User","site_admin":false},"created_at":"2018-08-26T08:04:59Z","updated_at":"2018-08-26T08:04:59Z","author_association":"CONTRIBUTOR","body":"[godot_move_and_collide.zip](https://github.com/godotengine/godot/files/2321338/godot_move_and_collide.zip)\r\nThis project my help explain my issue a bot more simply. If you test this under both physics engines, you can see that the move_and_collide method from the Bullet engine has sliding behavior when it collides with objects, whereas with the older physics engine it (kind of) gets stuck on a surface. It still moves a little, but in my own approach to physics, I relied on that ability to move the kinematic body up and down without it sliding all around to handle certain forms of difficult to navigate terrain. Basically, I need a way to have a KinematicBody collide with a surface without it automatically sliding."}}
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