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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.

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."

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