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I'm playing around with this library (and bevy in general) and hit an issue.
I'm attempting to create a character controller with a camera. I wanted the player collider to be offset a bit and couldn't find any other way than though making it a child of the parent.
"Player"
├ ... Some components
├ RigidBody
└ Children
└ "Player Colliders"
└ Collider
However, when running a shape casting query for the camera, the player exclusion is ignored, as the entity that gets reported as hit is the "Player Colliders" entity.
I'm playing around with this library (and bevy in general) and hit an issue.
I'm attempting to create a character controller with a camera. I wanted the player collider to be offset a bit and couldn't find any other way than though making it a child of the parent.
However, when running a shape casting query for the camera, the player exclusion is ignored, as the entity that gets reported as hit is the "Player Colliders" entity.
I'll probably solve this for now by just creating the colliders on the Player without the offset.
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