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0 votes

i am following garbaj third person controller and is on floor is 80% returns false and randomly returns true when on ground. i checked everyhting i watched the video 5 times. nothing works. help.

example of debug:

(0, -70.904762, 0)False
(0, -70.904762, 0)True
(0, -71.068092, 0)False
(0, -71.231422, 0)False

https://www.youtube.com/watch?v=MjLuzOzZlmk&list=PLJJ-tyPiN1L_1btGOeguQcdh57s9t9dfx&index=2

    extends KinematicBody

onready var gun_pivot: Spatial = $GunPivot
onready var pivot: Spatial = $Pivot

export var gravity = .98
export var jump = 5 
var capncrunch = Vector3()

var direction = Vector3()
var speed = 10
var velocity = Vector3()
var acceleration = 5

var mouse_sensitivity = .1

func _ready() -> void:
    Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _input(event: InputEvent) -> void:

    if Input.is_action_just_pressed('ui_cancel'):
        Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
    if Input.is_action_just_pressed('shoot'):
        Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

    if event is InputEventMouseMotion:
        rotate_y(deg2rad(-event.relative.x * mouse_sensitivity))
        pivot.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
        pivot.rotation.x = clamp(pivot.rotation.x, deg2rad(-90), deg2rad(90))
        gun_pivot.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
        gun_pivot.rotation.x = clamp(pivot.rotation.x, deg2rad(-90), deg2rad(90))

func _process(delta: float) -> void:



    direction = Vector3()

    if Input.is_action_pressed('move_forward'):

        direction -= transform.basis.z

    elif Input.is_action_pressed('move_backwards'):

        direction += transform.basis.z

    if Input.is_action_pressed('move_left'):

        direction -= transform.basis.x

    elif Input.is_action_pressed('move_right'):

        direction += transform.basis.x


    apply_gravity(delta)
    jump()
    print(capncrunch ,is_on_floor())
    move_and_slide(capncrunch, Vector3.UP)

    direction = direction.normalized()
    velocity = direction * speed
    velocity.linear_interpolate(velocity, acceleration * delta)
    move_and_slide(velocity, Vector3.UP)

func apply_gravity(delta):
    if not is_on_floor():
        capncrunch.y -= gravity * delta

func jump():
    if Input.is_action_just_pressed('jump') and is_on_floor():
        capncrunch.y = jump
        print('jumped')
Godot version 3.5 mono and i tested this with 3.5.1 and 3.5 standard
in Engine by (12 points)

1 Answer

+1 vote

This is a known issue. The best way to work around this is to store the result of is_on_floor() over 3 frames in an Array, then write a function that returns true if any of the values in the Array are true.

See Shifty's Godot Character Movement Manifesto for more information.

by (12,908 points)
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