Some collisions missed when using get_slide_collision on a Kinematicbody2D

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:bust_in_silhouette: Asked By Cahoots

I have a kinematicbody2D enemy that is supposed to play a death animation when it gets hit by a ball. I move the enemy with move_and_slide, and then detect collisions with get_slide_count and use a for loop to only get the collision when the enemy hits the ball and not the floor.

Sometimes the death animation plays and sometimes the ball just bounces off.
The ball moves with move_and_collide in its own script

Here’s my code:

extends KinematicBody2D

var gravity
var velocity = Vector2(0,0)
var direction = 1
export var moveSpeed = 150
var alive = true
var deltaX = 0
var originalPos
var soundPlayed = false
#var splatSound

# Called when the node enters the scene tree for the first time.
func _ready():
	gravity = get_node("/root/Node2D").gravity
	originalPos = position.x
	#splatSound= preload("res://Sounds/Blood splat.wav")

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
	if alive:
		velocity.y += gravity * delta
		velocity.x = moveSpeed * delta * direction * 60
		velocity = move_and_slide(velocity)
		if (get_slide_count() > 0):
			for i in range(get_slide_count()):
				var collision = get_slide_collision(i)
				if ( == 'KinematicBall'):
					alive = false
		deltaX = position.x - originalPos
		if (abs(deltaX) >= 200):
			direction = -direction
		$EnemyCollision.disabled = true
		if(soundPlayed == false):
			$ = load("res://Sounds/Blood splat.wav")
			soundPlayed = true

How it is supposed to work:

Collision working

What sometimes happens: (Although usually only once or twice in a row and then works)

enter image description here

:bust_in_silhouette: Reply From: Cahoots

I think I fixed it by putting an Area2D with it’s own CollisionShape as a child of the Kinematic body and then detecting with a signal when a body enters the area rather than when something collides with the kinematic body