diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 44dc3d0c260..c2860c25d8f 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1151,17 +1151,8 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve } } - Vector3 current_floor_velocity = floor_velocity; - if (on_floor && on_floor_body.is_valid()) { - //this approach makes sure there is less delay between the actual body velocity and the one we saved - PhysicsDirectBodyState *bs = PhysicsServer::get_singleton()->body_get_direct_state(on_floor_body); - if (bs) { - current_floor_velocity = bs->get_linear_velocity(); - } - } - // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - Vector3 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); + Vector3 motion = (floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); on_floor = false; on_floor_body = RID();