I have a node which looks like this tree:

FPSController (Root node, and it's KinematicBody)

  • CollisionShape
  • Camera
  • GroundCheckRayCast

When I moved CollisionShape's location down, camera also going down together. There's no code that change Camera's translation, but why this kind of thing happens?

Another weird thing is that y position of Camera won't changed even it's clearly moved down.

Is this some kind of bug or something? Why Camera's y position was changed, also not updated it's own y position value?

Using Godot 3.1.1 and reproduced repo: https://github.com/rico345100/godot-glitch-reproduction

  • \$\begingroup\$ Moving a sibling should not affect another sibling. Can you provide a minimal example, or detailed repro steps? What version of Godot are you using? \$\endgroup\$ – rcorre Oct 31 '19 at 19:21
  • \$\begingroup\$ @rcorre Using Godot 3.1.1 and here's the reproduced repo: github.com/rico345100/godot-glitch-reproduction \$\endgroup\$ – modernator Nov 1 '19 at 5:21
  • \$\begingroup\$ I gave it a try and it doesn't repro for me. When I move the collision shape down in the editor, the camera does not move. When I start the scene and press the crouch button, the camera does not move. I'm also on godot 3.1.1 \$\endgroup\$ – rcorre Nov 1 '19 at 13:18
  • \$\begingroup\$ @rcorre I don't know why but it's still happening to me. \$\endgroup\$ – modernator Nov 1 '19 at 17:23

Solved. This caused because when height of CollisionShape was changed, KinematicBody responded and overall height was reduced and that's why my camera was moved.

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