I do apologise if a topic along these lines has been posted before; I started to search, but realised that I wasn’t sure of what keywords to use (“collision” in particular seems likely to be pretty common), and didn’t find much of aid in the first two pages of this sub-forum.
My problem is this: I am trying to put together a fairly simple tilemap-based level at the moment, and have gotten as far as preparing a small map representation and setting it up to produce walls around the edges. For each wall tile I place a copy of a wall model (of which there is just one at the moment), each of which has a skirting collision mesh, of only four joined quads.
Unfortunately, when testing the results, I encountered a problem. While two sides of the walls seem to be fine - I can move my character along them with no apparent problems, it seems - moving along the other two causes the character to either get stuck at intervals (presumably at the edges of tiles) or seem to skip slightly (presumably at the same places).
The player character uses a CollisionSphere, if I recall correctly.
It’s my guess at the moment that the tile collision geometry doesn’t quite fit properly in the two problem directions, leaving me with slight protuberances at the joins, although why this should be for two directions and not the others, I don’t know.
Does anyone have any suggestions, and if so, what are they? (I’m hoping to avoid processing the map just yet, and thus to avoid looking for runs and generating custom geometry for them, instead of simple pre-provided skirts.)
My thanks for any help.