Fix: rejoining stacked players on top of each other (one fell through)
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
This commit is contained in:
2026-09-06 00:00:27 +00:00
parent 80f24bfd01
commit da4e1420ee
5 changed files with 39 additions and 1 deletions
+7
View File
@@ -26,6 +26,7 @@ const MOUSE_SENSITIVITY: float = 0.003
var _input_direction := Vector2.ZERO
var _camera_pitch: float = -0.12
var _spawn_position: Vector3 = Vector3(0, 1.5, 0)
## Vertical offset applied to the assembled avatar so its feet (origin y=0)
## line up with the bottom of the player's collision capsule.
@@ -69,6 +70,7 @@ func _ready() -> void:
else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0)
_spawn_position = global_position
# The spring arm must not collide with the player's own capsule (they're
# on the same layer), or the camera gets yanked right up against the
@@ -192,6 +194,11 @@ func _physics_process(delta: float) -> void:
move_and_slide()
# Safety net -- never fall forever if something goes wrong.
if global_position.y < -10.0:
global_position = _spawn_position
velocity = Vector3.ZERO
net_input = {
"move_x": direction.x, "move_z": direction.z,
"jump": jumped, "look_yaw": rotation.y,