Buggy tilemap - bounding box much bigger than should be

slu__slu__ Posts: 1Member

Hi, I'm trying to make a platformer in Godot 2.1.3 and my tile is somewhat broken:

this is how it is set up before exporting to tilemap (in xml)

this is how my rigid body player has defined its collision:

and this is how its acting in-game:

this is the xml of the tilemap

Please help, I tried making the tilemap again and again, even in different formats than xml, but none of that worked

Comments

  • TwistedTwiglegTwistedTwigleg Posts: 858Admin

    Is the collision shape in your tilemap scaled? Godot physics behave strangely with scaled collision shapes.

    In case you haven't seen it, the documentation shows how to make a tilemap.

  • memermemer Posts: 39Member
    edited July 2017

    What does your movement code look like?

    EDIT: Also it might help to upload a demo project showing the problem.

Sign In or Register to comment.