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Trace.Capsule returns invalid/bad results when the capsule is flat on the Z axis.
From my testing, bad results only happen on mesh surfaces parallel to the Z axis.
To Reproduce
Create a mesh box
Create a script to cast flat capsules
Use the script and try different angles and capsule properties
Expected behavior
The capsule traces properly intersect and collider with surfaces.
Media/Files
bad.collision.mp4
Additional context
No response
The text was updated successfully, but these errors were encountered:
Ah I probably should've explained the example video. The yellow circles are my character's collider (just the ends) and they can end up inside surfaces. I found this to only happen while having the capsule be flat on the Z axis. I've also tested it outside of a character controller context and tested just the trace alone. The flat capsule traces tend to have edge cases where they don't detect surfaces properly.
Describe the bug
Trace.Capsule
returns invalid/bad results when the capsule is flat on the Z axis.From my testing, bad results only happen on mesh surfaces parallel to the Z axis.
To Reproduce
Expected behavior
The capsule traces properly intersect and collider with surfaces.
Media/Files
bad.collision.mp4
Additional context
No response
The text was updated successfully, but these errors were encountered: