Hello,
some time ago I started a little 3D project in which I use the Zylann Highmap terrain plugin for creating a landmass.
I wrote a first person controller from scratch:
- Kinematic body (Collision shape: Capsule)
- attached a camera to it
- attached a script to it to process mouse and keyboard input to move and jump around
Most of the "magic" happens in the function "func _physics_process(delta)" where I move the FPC and apply gravity to it so that the player can run up and down ramps, can jump and can fall down from higher areas.
After calculating the next movement step, move_and_slide is called to apply the movement.
#apply gravity
vel.y -= gravity * delta
#move the player (with activated "do not slide on slope" to prevent a
# slow sliding effect on slopes).
vel = move_and_slide(vel, Vector3.UP, true)
Everything worked fine.
But since I upgraded to Godot 3.5 the whole thing is showing a problem: When standing still on the terrain (or when
moving) the player is vibrating up and down, making the whole experience unplayable.

Did someone else experience this behaviour? Did something change between Godot 3.4.x and 3.5.x that changes the way the movement is calculated for Kinemtic bodies?
Thanks in advance.
Hjolldar.