Character Movement: Attempting to walk on projectiles

After recording a YouTube video to demonstrate the problem, I discussed it in the unofficial IRC channel. This is apparently a known issue and “a product of the physics engine, not really a bug”.

Relevant Video: - YouTube

Basically, if you fall onto a projectile, you will attempt to walk on it. This will cause the physics engine to do crazy things, such as suck you to the nearest floor or send you flying in an odd direction. I first noticed this when working on custom gravity for physics volumes where positive gravity would curl projectiles upward into my feet. The naive solution is to check if a character is trying to land on a projectile and exclude it. What are some thoughts on this?

I also notice that per-object and non-Z gravity is being worked on (according to Trello). That would probably be a good time to fix this. Perhaps we could get a meta-bugtracker for these issues – maybe to get community involvement with outlining design constraints and even contributing to solutions?

The issue here is that the player wants to walk on the projectile, and then they attach to it and ride it to the ground.
We really just want to make the projectile not be a walkable surface, so they hit it but don’t “attach”, and you can do that already:

On the collision component, decrease the walkable slope to zero : (*see note below)

15760-unwalkable2.png

*I have just added another option that makes it possible to simply say “Unwalkable”, because this setting will still allow perfectly flat surfaces currently.

Ah cool. Thanks!