Post

I hate how pill colliders for platformers are industry standard. In my opinion, the player's origin point should never sag below the floor. So, I've devised my own Godot "Cylinder-based Footing" character controller that combines the benefits of both capsules & cylinders.

13 reposts62 likes

I’m not sure how this avoids the problem. On slopes the origin is above the floor, with a pill the origin would be above the floor but to a lesser extent. I’d love to try an upside down cone one day :)

It's not just a cylinder collider, though. It's just based on contact points from a cylinder. It uses those points to raycast down to. That's why I called it a "hybrid system."

If the center of character is off an edge, the point touching the edge is not the center of the half-sphere that makes the bottom, so since that point is off-center, it is not the lowest point of the character (which is the center), it's somewhere "up" on the sphere. This makes the character "sag".

Anyone not seeing the immediate improvement here hasn’t played crash n. sane trilogy Seriously tho, this is wonderful, 3D platformers genuinely needed a much better ledge detection model and the slippery pill hitbox was never going to cut it