The SnapToFloor prefab was set up so the SurfaceLocator would cast a
ray and consider a trigger collider a valid floor. This makes little
sense as a trigger collider is usually used to determine a volume that
can be entered and passed through. The fix is to add a custom
PhysicsCast to the SnapToFloor prefab that has the setting to ignore
trigger colliders for the RayCast. This can then still be disabled
if required.
The SnapToFloor prefab was set up so the SurfaceLocator would cast a ray and consider a trigger collider a valid floor. This makes little sense as a trigger collider is usually used to determine a volume that can be entered and passed through. The fix is to add a custom PhysicsCast to the SnapToFloor prefab that has the setting to ignore trigger colliders for the RayCast. This can then still be disabled if required.