CollisionHandlerPusher and sliding against walls.

After many tests and a lot of debugging, I figured out what my problem was:

  • If I read the collision solid from the egg file, or if I create a CollisionBox, then the pusher works perfectly and I slide gracefully against the surface.
  • If I create a bunch of CollisionPolygons myself, then the pusher is confused because each polygon is now a separate object: corners are a mess.

In short: 20 quads are not equivalent to one Polyset.

Which brings me to my next question:
[url]Procedural generation of collision polyset.]