BoxShape CollisionShape is allowing other CollisionShapes to partially enter it. Why?

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:bust_in_silhouette: Asked By TheSkyIsBlueee

Starting a new project, I setup a basic plane mesh with a BoxShape CollisionShape for a floor.
For my character, KinematicBody with a CapsuleShape CollisionShape.

The blue lines indictating the CapsuleShape size matches my sprite; yet I found that part of my character sprite was falling through the floor (~ knees and below).

Using the debug tools I then found that the BoxShape was not preventing my character from entering it. (See image below)

(Side-note not sure why the image wouldn’t embed properly)

Running out of ideas why this would be the case, not that I have a lot of experience with game engines or godot.
Why might this be happening and how can I fix it?

:bust_in_silhouette: Reply From: TheSkyIsBlueee

Apparently this can happen if you scale the CollisionShape node.

Also apparently the docs say don’t scale CollisionShape nodes.

Be careful to never scale your collision shapes in the editor. The “Scale” property in the Inspector should remain (1, 1). When changing the size of the collision shape, you should always use the size handles, not the Node2D scale handles. Scaling a shape can result in unexpected collision behavior.