@fire7side said:
That was an interesting read, however, most tutorials use kinematic controllers and they seem to work decently. I guess it's expectation. I know they have that slide down problem on slopes but I think I read or saw a video that they had worked on it in the next iteration of Godot. I turned gravity to zero when the character wasn't moving so far because it didn't work in my application. I've seen different fixes for it. The move and slide with stop didn't seem to work for me. I need to experiment more. Still working on basic interface with inventory, etc. Godot moves pretty fast so you have to find up to date tutorials.
In my "CustomPhysics" script, which game entities extend from (and the player extends from that), I actually use move_and_collide() to manage "perpendicular" (as in, perpendicular to an entity's gravity vector) movements and, if the normal of a barrier in that direction is within an acceptable angle, it uses the remainder of the move_and_collide() to travel up-slope, with a separate check for down-slope movement. This works pretty well from my testing and avoids the skidding effect from move_and_slide(). Could definitely be improved upon a bit, but it's been working with everything I've thrown at it currently.