{"action":"opened","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/28717","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/28717/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/28717/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/28717/events","html_url":"https://github.com/godotengine/godot/issues/28717","id":440546639,"node_id":"MDU6SXNzdWU0NDA1NDY2Mzk=","number":28717,"title":"Seemingly inaccurate kinematic collision remainders in Bullet physics but not GodotPhysics","user":{"login":"theboyboy","id":32691832,"node_id":"MDQ6VXNlcjMyNjkxODMy","avatar_url":"https://avatars2.githubusercontent.com/u/32691832?v=4","gravatar_id":"","url":"https://api.github.com/users/theboyboy","html_url":"https://github.com/theboyboy","followers_url":"https://api.github.com/users/theboyboy/followers","following_url":"https://api.github.com/users/theboyboy/following{/other_user}","gists_url":"https://api.github.com/users/theboyboy/gists{/gist_id}","starred_url":"https://api.github.com/users/theboyboy/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/theboyboy/subscriptions","organizations_url":"https://api.github.com/users/theboyboy/orgs","repos_url":"https://api.github.com/users/theboyboy/repos","events_url":"https://api.github.com/users/theboyboy/events{/privacy}","received_events_url":"https://api.github.com/users/theboyboy/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2019-05-06T05:38:19Z","updated_at":"2019-05-06T05:38:19Z","closed_at":null,"author_association":"NONE","body":"<!-- Please search existing issues for potential duplicates before filing yours:\r\nhttps://github.com/godotengine/godot/issues?q=is%3Aissue\r\n-->\r\n\r\n**Godot version:** 3.1.1 Stable 64-bit\r\n\r\n**Issue description:** I made a simple character controller in 3D using a kinematic body and the `move_and_slide()` method, but when I look at the collision information from the slides, it seems as though a vast majority of the time the collision remainder is a zero-length vector. If I swap to GodotPhysics, the remainder is never a zero-length vector.\r\n\r\n**Minimal reproduction project:** [3D Physics Issues.zip](https://github.com/godotengine/godot/files/3146588/3D.Physics.Issues.zip)"}}
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