godotengine / godotengine/godot
Moving platforms and CharacterBody2Ds are a bit buggy
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
4.3
### System information
Godot v4.3.stable - Windows 10.0.19044 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3770) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)
### Issue description
When putting a CharacterBody2D onto a moving platform, it doesn't stay perfectly on it, instead lagging behind.
### Steps to reproduce
-Make the default player controller, complete with nodes to have a working 2D character
-Make any type of moving platform (it has to be moving rather quickly)
-Stand on it
https://github.com/user-attachments/assets/552ff634-9dcb-4205-856a-21082a645016
### Minimal reproduction project (MRP)
[newGameProject.zip](https://github.com/user-attachments/files/17213449/newGameProject.zip)
Contributor guide
Research direction
Start by running the attached newGameProject.zip and reproducing the lag with the default CharacterBody2D controller and a rapidly moving platform. Compare the character’s position while standing on the platform and investigate the CharacterBody2D moving-platform behavior. Done means the character stays aligned with the platform in the reported setup without introducing regressions.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100