Fix: rejoining stacked players on top of each other (one fell through)
checkpoint / checkpoint (push) Successful in 1m40s
checkpoint / checkpoint (push) Successful in 1m40s
All players spawned at the exact same PlayerSpawn point and were on the same collision layer, so two overlapping CharacterBody3Ds triggered a physics depenetration shove that could launch one through the 1-unit-thick floor. - server.gd: golden-angle spawn spread -- each join lands ~1m+ from the others, growing outward, never exactly repeating. - server_player.tscn + player.tscn: players on collision layer 2, mask 1 (world only) -- players no longer collide with each other at all (fine for a social game; also removes the shove). - player_spawner.gd + player.gd: hard safety net -- if y < -10 (any tunnel-through), snap back to the spawn instead of falling forever. Verified: 3 server players spawn 1.15m+ apart, none fall, all rest on the floor. 2p multiplayer + network_client smokes green. Client-side -- rebuild the exe. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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@@ -11,6 +11,8 @@ radius = 0.35
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height = 1.6
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[node name="Player" type="CharacterBody3D"]
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collision_layer = 2
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collision_mask = 1
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script = ExtResource("1_player")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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