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A limitation with Parry I've encountered while using Rapier3d to implement a character controller. Sometimes shapecasts will return the normal of a vertex or edge feature when a face normal is necessary for things like wall/ramp sliding logic.
Not sure what the best way to go about implementing this feature would be, somebody in the bevy physics channel suggested adding a force_face_normals field to ShapeCastOptions.
A limitation with Parry I've encountered while using Rapier3d to implement a character controller. Sometimes shapecasts will return the normal of a vertex or edge feature when a face normal is necessary for things like wall/ramp sliding logic.
Not sure what the best way to go about implementing this feature would be, somebody in the bevy physics channel suggested adding a
force_face_normals
field to ShapeCastOptions.Possible related issue: #193
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