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-rw-r--r--scene/3d/physics_body_3d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index c1f5ab1d32..47baa9e023 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1425,7 +1425,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
Vector3 slide_motion = result.remainder.slide(collision.normal);
- if (collision_state.floor && !collision_state.wall) {
+ if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_equal_approx(Vector3())) {
// Slide using the intersection between the motion plane and the floor plane,
// in order to keep the direction intact.
real_t motion_length = slide_motion.length();