Hi Zadig, thanks for the suggestion :) I added collision exceptions to the raycasts to solve this problem, but I just modified my scene and put the raycasts outside the CollisionPolygon to make it cleaner.<br><br>By the way, raycasts are not placed in the character scene, but on the block scene instead, with the purpose to not clutter the character script with the management of other objects which it can interact. Maybe would this result in performance issues, handling many _fixed_process() functions?