Support floating shape cast
erictuvesson opened this issue · comments
Eric Tuvesson commented
Idan Arye commented
This is already supported. Since the shape is defined as a collider of the physics backend, the component that adds this options is in the physics integration crate and not in the main crate. It is usually called Tnua<physics-backend>SensorShape
. For example, if you are using XPBD 2D, you need TnuaXpbd2dSensorShape
.
Eric Tuvesson commented
Awesome, thanks works like a charm!