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Support slippery ground #10
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This may be implemented as part of #11. |
Hi, small problem that might be related to this - Rapier collider friction seems to be ignored / overridden. Reducing acceleration is an easy workaround but characters will be not as snappy. But if there's a way to respect friction / slippery colliders that would be great. |
Rapier's collider friction is neither ignored nor overridden - it simply does not take effect to begin with, because the character's collider is floating above the ground, not touching it. I don't have a clear design for this feature yet, but one thing is for certain - it'll have to involve reading the collider entity and the normal from the ray/shape cast, and deciding based on that. This means there are two big decisions to make:
I'm leaning toward not relying on the physics backend's collider friction parameters, and through implementing this in the user control system (and provide helpers, of course) - but I'm not sure what exactly I want it to pass to the basis... |
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