@bitshift-r said: What happens when the player pushes the box? Are you applying an impulse to the box or setting its position?
I had a moveable object once that was sinking into the floor, but it was a KinematicBody2D. Of course I had to integrate my own pushing, but I was also able to add pulling. Anyway, what was happening was that I was using
move_and_slide
to push the object down each frame to apply gravity, and counting on the collision detection to keep it on the floor. But when my player stood on top of it the collision couldn't resolve, so it would slowly sink.I ended up solving that problem by using
move_and_collide
withtest_only
set to true. Then I would only apply gravity only if I wasn't colliding with the ground.
Cool tips about the test_only and the collision shape with angled corners. I'll try both!
Currently I'm using RigidBody2D with Character mode, but it's not great yet...
Here some gameplay I recorded. Box issues on the last minutes.