{"action":"closed","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/9255","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/9255/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/9255/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/9255/events","html_url":"https://github.com/godotengine/godot/issues/9255","id":236741150,"number":9255,"title":"KinematicBody2D move() pushes too far outside of collider","user":{"login":"Silvea12","id":3120639,"avatar_url":"https://avatars0.githubusercontent.com/u/3120639?v=3","gravatar_id":"","url":"https://api.github.com/users/Silvea12","html_url":"https://github.com/Silvea12","followers_url":"https://api.github.com/users/Silvea12/followers","following_url":"https://api.github.com/users/Silvea12/following{/other_user}","gists_url":"https://api.github.com/users/Silvea12/gists{/gist_id}","starred_url":"https://api.github.com/users/Silvea12/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Silvea12/subscriptions","organizations_url":"https://api.github.com/users/Silvea12/orgs","repos_url":"https://api.github.com/users/Silvea12/repos","events_url":"https://api.github.com/users/Silvea12/events{/privacy}","received_events_url":"https://api.github.com/users/Silvea12/received_events","type":"User","site_admin":false},"labels":[{"id":73330064,"url":"https://api.github.com/repos/godotengine/godot/labels/bug","name":"bug","color":"ff2222","default":true},{"id":370471880,"url":"https://api.github.com/repos/godotengine/godot/labels/topic:physics","name":"topic:physics","color":"ffdd44","default":false}],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":{"url":"https://api.github.com/repos/godotengine/godot/milestones/5","html_url":"https://github.com/godotengine/godot/milestone/5","labels_url":"https://api.github.com/repos/godotengine/godot/milestones/5/labels","id":1449703,"number":5,"title":"2.1","description":"","creator":{"login":"akien-mga","id":4701338,"avatar_url":"https://avatars3.githubusercontent.com/u/4701338?v=3","gravatar_id":"","url":"https://api.github.com/users/akien-mga","html_url":"https://github.com/akien-mga","followers_url":"https://api.github.com/users/akien-mga/followers","following_url":"https://api.github.com/users/akien-mga/following{/other_user}","gists_url":"https://api.github.com/users/akien-mga/gists{/gist_id}","starred_url":"https://api.github.com/users/akien-mga/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/akien-mga/subscriptions","organizations_url":"https://api.github.com/users/akien-mga/orgs","repos_url":"https://api.github.com/users/akien-mga/repos","events_url":"https://api.github.com/users/akien-mga/events{/privacy}","received_events_url":"https://api.github.com/users/akien-mga/received_events","type":"User","site_admin":false},"open_issues":56,"closed_issues":1096,"state":"open","created_at":"2015-12-08T11:42:22Z","updated_at":"2017-06-18T22:03:27Z","due_on":null,"closed_at":null},"comments":2,"created_at":"2017-06-18T19:43:10Z","updated_at":"2017-06-18T22:03:27Z","closed_at":"2017-06-18T22:03:27Z","body":"**Operating system or device - Godot version:**\r\nArch Linux x86_64, Godot 2.1.3\r\n\r\n**Issue description:**\r\n<!-- What happened, and what was expected. -->\r\nWhen running move() in a way that would move a kinematicbody2d into a tilemap (which I assume uses a staticbody2d), the move will move you out of the collider too far, causing you to float a short distance (less than 0.05 units for shorter moves) outside of the collider, rather than moving directly onto its surface. This causes jitteryness when handling gravity and wall collisions, and can even cause things like accidental jump boosts when hugging walls, if working on a small scale (in this case, 512x512 window size running at 0.125x scale)\r\n\r\n**Steps to reproduce:**\r\nPlace a square with a staticbody2d and any collider with a flat surface (square works nicely).\r\nCreate a kinematicbody2d with a collider (square works nicely).\r\nPut into `_fixed_update()` code to run `move()` that causes it to run into the collider head-on.\r\nWatch it micro-jitter like hell.\r\n\r\n**Link to minimal example project:**\r\n<!-- Optional but very welcome. You can drag and drop a zip archive to upload it. -->\r\n[game.zip](https://github.com/godotengine/godot/files/1083324/game.zip)\r\nControls: w/d + space, or left+right+up\r\nIn this, a high jump can be achieved by uncommenting the `move()` in the collision check for `res://scripts/player.gd`, and then hugging the walls as you jump"}}
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