(3D) How can I make the player not able to tumble stuff down?

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:bust_in_silhouette: Asked By HarryCourt

Warning, lots of text incoming!

Hello everyone! I’m making a game that involves platforms that collapse when an object hits it, like a boulder. However, I have two issues;

Bug #1:
Faulty Floors Bug #1

Whenever the player collides with a platform that has been hit by a block or another platform, the player can unbalance it. I have tried removing the mask and layer collision for the platform and pole holding it, but to no avail.

Increasing gravity makes the platforms jitter a bit, and I use “Is Sleeping” to make sure that the player (A KinematicBody) doesn’t make it tumble if the platform hasn’t collided with a rigid body anything.

Bug #2:
Bug #2

I suspect that if bug #1 is fixed, it should fix #2. The problem is similar to the first one, and that the player can push everything.

Here is the player code (Which is a bit old, but works):

    extends KinematicBody

# Cameras
var view_sensitivity = 1.5 / 10
var camera_angle = 0
var camera_change = Vector2()

# Vectors
var velocity = Vector3()
var direction = Vector3()

# Moving
var gravity = -9.8 * 3
const MAX_SPEED = 5
const MAX_RUNNING_SPEED = 10
const MAX_CROUCHING_SPEED = 2
const ACCEL = 10
const DEACCEL = 10
var jump_height = 10
var canSprint = true

func _ready():
	$PlayerMesh.hide()
	
func _physics_process(delta):
	walk(delta)
	
# The chunk of code that makes the player move.
func walk(delta):
	var speed
	
	direction = Vector3()
	
	var aim = $Head/Camera.get_global_transform().basis
	
	# Walking
	if Input.is_action_pressed("move_up"):
		direction -= aim.z
	if Input.is_action_pressed("move_down"):
		direction += aim.z
	if Input.is_action_pressed("move_left"):
		direction -= aim.x
	if Input.is_action_pressed("move_right"):
		direction += aim.x
		
	direction.y = 0
	direction = direction.normalized()
	
	speed = MAX_SPEED
	
	direction = direction.normalized()
	
	velocity.y += gravity * delta
	
	var temp_velocity = velocity
	temp_velocity.y = 0
	
	if Input.is_action_pressed("move_sprint") && canSprint:
		speed = MAX_RUNNING_SPEED
	
	var target = direction * speed
	
	var acceleration
	if direction.dot(temp_velocity) > 0:
		acceleration = ACCEL
	else:
		acceleration = DEACCEL
	
	temp_velocity = temp_velocity.linear_interpolate(target, acceleration * delta)
	
	velocity.x = temp_velocity.x
	velocity.z = temp_velocity.z
	
	velocity = move_and_slide(velocity, Vector3(0, 1, 0))
	
	if Input.is_action_pressed("move_jump") && is_on_floor():
		velocity.y = jump_height

func death():
	pass

func _input(event):
	
	if event is InputEventMouseMotion:
		$Head.rotate_y(-deg2rad(event.relative.x * view_sensitivity))
		Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
		
		var change = -event.relative.y * view_sensitivity
		if change + camera_angle < 90 and change + camera_angle > -90:
			$Head/Camera.rotate_x(deg2rad(change))
			camera_angle += change