The is_on_wall()
function in Godot is used to determine if a KinematicBody2D
or KinematicBody
is in contact with a wall. If this function isn't working as expected, it could be due to several reasons:
is_on_wall()
method will only return true during the physics process after move_and_slide()
has been called, so it must be checked in the correct context.move_and_slide()
can also lead to unexpected results. For instance, not using or incorrectly setting the up_direction
parameter can affect how the engine interprets collisions with walls.To resolve issues with is_on_wall()
not working correctly, consider the following solutions:
is_on_wall()
after the move_and_slide()
method in the _physics_process()
function._process(delta)
instead of _physics_process(delta)
, switch to _physics_process(delta)
for physics-related checks to ensure they're done in sync with the physics engine.move_and_slide()
, make sure that the up_direction
vector is set correctly if your game relies on gravity (for example, Vector2.UP
in a 2D game).debug
property to visualize the collision shapes when the game is running.is_on_wall()
. If the character isn't moving, the method won't register a collision.By troubleshooting each of these areas, you should be able to identify the cause of the is_on_wall()
function not working and rectify it accordingly.
Dragonfly is fully compatible with the Redis ecosystem and requires no code changes to implement.