Closed erictuvesson closed 3 months ago
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
.
Awesome, thanks works like a charm!
Currently the floating ray cast is not a shape cast, it would be nice to be able to change it to shape cast to avoid issues like this where the character gets stuck on the edge.