#Multiple Collision Hulls?

2 messages · Page 1 of 1 (latest)

short fox
#

Hi,

I came up with a somewhat unusual idea to solve the problem I'm having where colliding on a corner of a slope still reports the slope's normal even thought we are colliding on it far above the floor check collision test. Essentially, my move_and_collide(Vector3.DOWN) floor check reports a collision from the side. I thought about solving this by having another thinner collision shape at the feet of the player, so this issue would not happen. It would also allow me to do stair stepping in the future. Is this possible? Are you allowed to tell a CharacterBody3D which collision shape to use for a particular move_and_collide()?

short fox
#

i tried doing this, but my game crashes instantly with no crash report