Fix physics platform crash

Physics body previously stored the RID of a collision object and accessed it on the next frame, leading to a crash if the object had been deleted.
This PR checks the object still exists via the ObjectID prior to access.
This commit is contained in:
lawnjelly 2024-02-28 08:24:32 +00:00
parent f77bc87211
commit 0b1266b812
1 changed files with 9 additions and 2 deletions

View File

@ -56,8 +56,15 @@ bool CharacterBody3D::move_and_slide() {
excluded = (platform_wall_layers & platform_layer) == 0;
}
if (!excluded) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
PhysicsDirectBodyState3D *bs = nullptr;
// We need to check the platform_rid object still exists before accessing.
// A valid RID is no guarantee that the object has not been deleted.
if (ObjectDB::get_instance(platform_object_id)) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
}
if (bs) {
Vector3 local_position = gt.origin - bs->get_transform().origin;
current_platform_velocity = bs->get_velocity_at_local_position(local_position);