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Capsule collisions shape and edges
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I have a character using a capsule collision shape and it is working great except for one flaw: when the character lands on the edge of a tilemap and begins to slide off, it will rapidly switch between is_on_floor() and not. This causes my state machine to switch between air/idle a billion times a second until the character fully falls off the edge.
Has anyone come across this issue before and if so, how did you solve it?
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- 3 years ago
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