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mihe avatar mihe commented on June 2, 2024

CSG nodes are just regular ConcavePolygonShape3D under the hood, but Jolt's contact normals against triangle/mesh shapes like that tend to be a bit more "erratic" than Godot Physics' contact normals when you use a BoxShape3D for your character, which can manifest in ways like what you're seeing in that issue.

This is made worse by the fact that Godot doesn't expose actual surface normals as part of its contact data, leading people to use the contact normals as surface normals, which they are not. There's a proposal up for adding proper surface normals (godotengine/godot-proposals#8324) to the contact data, which I might take a crack at implementing at some point.

Besides that, the issue you're seeing will likely be made better (but not perfect) by Jolt's new "internal edge removal" (seen here) that I will be adding to the extension shortly.

Apart from that, there's not a whole lot I can do about this from the extension side of things, unfortunately. I understand that the particular character controller you're trying to use doesn't support capsules, but capsules will likely fare much better than a box in general.

from godot-jolt.

NilTPL avatar NilTPL commented on June 2, 2024

many thanks

from godot-jolt.

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