Recreating 'skin width' functionality on a rigidbody?
Hi,
Ive been creating a rigidbody-based character controller for a little while and cannot seem to fix the box collider getting stuck between two floor/wall pieces that have their own seperate colliders. My exact problem is described better here: https://gamedev.stackexchange.com/questions/180153/colliders-slightly-intersecting-each-other-any-solution
From what I can tell, this is because of the physics contact offset which will check for collisions inside the floor, causing my rigidbody to get stuck, lowering the default contact offset in the physics settings somewhat helps but the problem still remains if the character is moving slowly.
I think what I need is something similar to the 'skin width' from the built-in controller, or something that lets my player 'ignore' insignificant colissions and then re-adjust to be outside of the collider again, or any other better solution would be welcome too.
Thanks!
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