Hello everybody,
I have this game project in which my player runs around a planet and pushes boxes.
So I have a KinematicBody2D doing
var rotated_from_center = vector_from_center.rotated(rotation_speed)
global_position = center_of_the_rotation.global_position + rotated_from_center
look_at(to_look)
And just a bit later, for another part of the movement, I am doing a
move_and_slide(velocity)
It actually works well, running as expected around my tiny planet.
But then I want to add some boxes. Those boxes are RigidBody2D and collide well with my Player, no problem. Except that sometimes, a collision makes some box go crazy and move suddenly very fast (as if I pushed it with a huge impulse).
I suspect that the rotation_without_collision(tm) I used is the culprit here, but have no real clue how to deal with this problem.
If anyone has a good insight as to where to dig, I would be grateful.
Sincerely,
ATN