So I'm using the 2.2 alpha version of Godot and fiddling with moveandslide for a kinematic character, but I'm having issues with movement along slopes.
I notice the demo just uses a constant FLOORNORMAL Vector2(0,-1). I figured maybe I could do a getcollisionnormal() to replace the FLOORNORMAL, but that didn't seem to work out too well. I set up a state machine to print out the current state and sure enough, it's constantly switching between "ground" and "air" so long as I'm moving on the slope.
Is there an easy way to fix this so I stay on the "ground" when going uphill/downhill? Gravity is already set decently high (around 3000), which comes with its own issues so I'd rather not make that any higher.
Preferably, I'd like to avoid using a bunch of raycasts to detect collision sideways and beneath in order to set specific x and y velocities.