Character Controller stepOffset always behaves at highest set value during run time
To be more clear, the stepOffset does change. However, during run time the stepOffset always behaves according to the last highest value it was set.
Example:
stepOffset set to 0.6 in the inspector
void Awake(){ controller.stepOffset = 0; }
the stepOffset will behave as if it was 0.6, even though in the inspector it would display at 0 at run time (because it is set to 0 at awake). Manually setting the stepOffset in the inspector during run time works unless you are setting it to the same value it currently is.
Does anyone know if this intended and I'm missing something? It sounds like a bug to me, but I thought I would ask before reporting it.
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