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Setting the NarrowPhaseConfig values to 0.0 seems to solve it but then I fall into or through the ground if I have high vertical velocity. (I guess that's expected)
I am prototyping a voxel game and walking on perfectly aligned cube colliders does not work properly
The capsule collider has a bump and the cylinder collider can't even go between blocks
Video (capsule collider)
You can reproduce it with the stock dynamic_character_3d.rs by adding 3 static cubes
Code
```rust commands.spawn(( RigidBody::Static, Collider::cuboid(1.0, 1.0, 1.0), PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(3.0, 0.0, 3.0), ..default() }, )); commands.spawn(( RigidBody::Static, Collider::cuboid(1.0, 1.0, 1.0), PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(3.0, 0.0, 4.0), ..default() }, )); commands.spawn(( RigidBody::Static, Collider::cuboid(1.0, 1.0, 1.0), PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(3.0, 0.0, 5.0), ..default() }, )); ```Setting the NarrowPhaseConfig values to 0.0 seems to solve it but then I fall into or through the ground if I have high vertical velocity. (I guess that's expected)
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