Godot Version
v4.4.1.stable.steam [49a5bc7b6]
Question
Im trying to do custom stair snap with shapecast’s, but get unexpected behaviour
The player scene goes like that:
CharacterBody3D
CollisionShape3D
ShapeCast3D
This will be hard to explain, but:
With step height set to 0.5 and cylinder shape, i have shapecast position set to Vector3..ZERO and target_position set to -Vector3.UP * step_height i expect shapecast to show where shape can be while “future” pos is inside shapecast itself, by that i mean it at least touching rest pos (position while no collision is detected), but when it less than half way to target pos, it shows that it can be exactly on it, when i dont expect it since there is still collider on the way, besides that, it detects collision when collisder is behind target position and does not intersects preview (debug)
Important notice, this doesnt seems to be only visual problem, since
get_closest_collision_*_fraction method will return 1.0 as it can pass through with no problem
Parenting shapecast to character_body does not solve the problem
Am i misunderstood something?