Fix 3D character snap on moving platforms

Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent, like it's done in 2D.
This commit is contained in:
PouleyKetchoupp 2021-08-17 07:18:22 -07:00
parent 913a7a63d5
commit 2084bb5eb9

View file

@ -1176,11 +1176,6 @@ bool CharacterBody3D::move_and_slide() {
}
}
if (!on_floor && !on_wall) {
// Add last platform velocity when just left a moving platform.
linear_velocity += current_floor_velocity;
}
if (was_on_floor && snap != Vector3()) {
// Apply snap.
Transform3D gt = get_global_transform();
@ -1213,6 +1208,11 @@ bool CharacterBody3D::move_and_slide() {
}
}
if (!on_floor && !on_wall) {
// Add last platform velocity when just left a moving platform.
linear_velocity += current_floor_velocity;
}
return motion_results.size() > 0;
}