This a minimal project to demonstrate how a KinematicCharacterController
can get stuck on walls. See main.rs
for details.
cargo run --release
Here's a quick example of how collide-and-slide seems to fail with vertical walls. Note that the
forward key is being held almost the whole time - the stops are the collider getting stuck on the wall.
In trying to resolve the above issue, I ran across a potentially related issue: offset values (at least large ones) aren't respected. Below is an example with a large offset:
KinematicCharacterController {
offset: CharacterLength::Relative(1.00),
.. default()
}
but as can be seen in the video, this offset is only maintained when initially approaching the wall.
After pushing against it for a second, the collider moves in much closer than this offset.