issues Search Results · repo:DinkeyKing/Improved-KCC language:GDScript
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inDinkeyKing/Improved-KCC (press backspace or delete to remove)The problem is nicely described here: https://arxiv.org/pdf/1211.0059 ... But the correct solution is described here:
https://github.com/godotengine/godot-proposals/discussions/9646 This of course stems ...
bug
DinkeyKing
- 1
- Opened on Nov 3, 2024
- #8
The problem in #6 also applies to ceilings and walls. The motionless collision check needs a custom logic for setting
the CollisionState object, which takes into account the velocity of the colliders, ...
bug
DinkeyKing
- Opened on Oct 2, 2024
- #7
Issue: When the IKCC is horizontally stationary, the character s inital jumps will report is_on_floor = true for the
frame after jumping then all subsequent frames will accurately return is_on_floor = ...
bug
jacob-herrera
- 6
- Opened on Sep 30, 2024
- #6
Issue: When the CollisionShape3D s transform position is offset (not Vector3.ZERO) from the CharacterBody the IKCC stair
stepping logic fails for sloped surfaces. This happens specifically for cylinders ...
bug
jacob-herrera
- 1
- Opened on Sep 19, 2024
- #5
When detaching from the same fast moving platform, it can result in 2 different leave velocities with noticable length
difference. The difference between them decreases when the detach threshold is lowered. ...
bug
DinkeyKing
- 1
- Opened on Jul 10, 2024
- #4
The function for step detection doesn t work for capsule (or sphere) colliders. The downard cast on ledges won t return
floor collision normals because of the rounded bottom of the collider shape, which ...
enhancement
DinkeyKing
- 2
- Opened on Jul 1, 2024
- #3
Hi I m trying to run the demo scene but the map.tscn packed scene doesn t seem to be checked in. How should I proceed?
I m using Godot 4.3beta1.
jasonswearingen
- 5
- Opened on Jun 5, 2024
- #2
I loved your script but could you please make it compatible with a capsule collider as well? Thanks.
TheHyper-Dev
- 3
- Opened on Feb 28, 2024
- #1

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