Not sure what I’m doing wrong. But I thought the move_and_slide method applied the platform velocity to the character 3d node, so that when a player jumps off a moving platform it keeps moving in that direction, much like in real life. I’m new and struggling to make this work, but I seem to only be able to get it to work if I do not adjust the velocity at all.
It is usually better if you share your project. This way we can also find possible problems with nodes / in scenes and other project settings.
Compress it with Zip and upload it to Google Drive, for example, or create a Github repository (Github Desktop is very user-friendly if you don’t know it yet).
Oh, does this mean my script actually checks out? I didn’t mention anything about my scene structure and property settings since it felt somewhat irrelevant. From my understanding, move_and _slide() takes the floor velocity into account, so what type of node and how it’s parented shouldn’t matter… my property settings are set to add velocity on leave, so you’d think that would do the trick, but I’ll take another look…
What’s odd is that I can get it to work when I do not attempt to adjust the velocity. So if my player has no directional input, it can jump and it’ll inherit the platform velocity just with the move_and_slide() function.
I must have imagined the solution. Going back it doesn’t seem to be working… neither with a rigid body or characterbody 3d. Inheriting the platform velocity seems impossible in godot.