If I use a line cast pointed down from a short distance in front of the player's head, it should detect edges.
I can then do a raycast towards the point struck to find the normal of the wall in front of the character, and move in the opposite direction to figure out the point to climb up at.
[x] Project line trace in front of the player
[x] Trace a line from a point along the player's center axis to a point just below the contact point (10cm?)
[x] Get normal from this trace and use that to calculate the position to mantle too
[x] Use hit normal to tell if this is a flat surface or not
[x] How do we handle when the line cast starts inside a collider?
[x] Use hit normal to confirm there is a vertical surface to mantle up
[x] Confirm there is actually a surface to mantle at the end point via another trace
[x] Only at this point confirm that we are ready to mantle
[x] Bring in the mantling logic from the old mantling system
[x] Bring in mantling limits from the Mantle Target
[x] Wall running jump needs to count as a jump
[x] Use the initializing interface I made to get other stuff working
If I use a line cast pointed down from a short distance in front of the player's head, it should detect edges.
I can then do a raycast towards the point struck to find the normal of the wall in front of the character, and move in the opposite direction to figure out the point to climb up at.