Hey @Kybernetik - I see you giving the asset a good kicking on their store page too. =D They just updated the project, but I can’t seem to see a changelog, so it’s impossible to see if they’re paying attention to notes and suggestions without downloading the entire huge project…!
Regards the capsule issue, a certain amount of that is kinda expected edge-case jankiness, no? Granted, I’m a novice in this area, so please feel free to put me right here.
My default character size is usually 1.76y (average European male height), .64x, .32z, which gives me a capsule radius of .64. (I tend to run everything off a rigidbody - which also confused me about the 3DGameKit - should I be using Character Controllers?)
Obviously a thinner capsule will help solve some of the levitation issues you’ve identified, but aside from maybe doing some raycast/overlapsphere tests to check for slopes and groundedness (which could also be somewhat expensive - multiple physics calls, even if spread out over frames etc), what’s the good alternative to using capsule colliders?
Would love to learn if there’s a better way to achieve this on an indie budget!
It also strikes me that we should maybe make a reference to this thread in the official 3D Game Kit thread , or post some of our notes and suggestions in there.
Lastly, I note that one of your Unity Assets is named ‘Inspector Gadgets’. I think that deserves a polite, but appreciative, round of golf claps.
PS: Btw, your comment on the asset store page, “You can’t jump again during the landing animation, which feels extremely clunky for a platformer” is absolutely on-point, that’s a real weakness there.