Guys were probably not getting margins, they’ve already moved the team working on this feature to work on a new feature so they can give out more empty promises.
they’ve clearly hit a roadblock of some sort, I wish they would just tell us what’s going on.
Obligatory “where are the margins” post.
Seriously, wasn’t it said recently that they would be more open with us?
i would prefer if this was given some sort of ETA. i know tolerances have come out for overlapparams, but this still is a work-in-progress?
there’s also a ton of precision issues in general. this was a bug in my collide and slide algorithm, despite my custom tolerance/skin width being set to 0.1 (even 0.2); i just clip through the ground, simply because i moved to 1,16.5,1. i have no idea what is going on under the hood for something like this to occur:
the best solution was just to set the size of the moving axis (they are all handled separately which confused me even more as to how this occurred) to 0, and compensate by moving the shape down by half of the size. but, why do i need to do this myself? not to mention, Normal won’t always have a length equal to 1 - why must i renormalize it?
this is one of my favorite features because it genuinely lets me fulfill having precise, custom kinematic controllers in my game, and it’s a necessity to get any sort of accurate swept shape collisions in roblox without doing the strenuous work yourself. but, why is it given impertinence by y’all? i would love to hear even a small update on what’s currently going on with this feature.
Recently I have discovered shapecasting was made less-accurate, and I heard it was made this way for performance reasons, but I have not found any option to toggle between accuracy and performance. This technical problem of shapecasting being forcedly inaccurate has halted the development of my game. ROBLOX tech department must provide the developers with an option to choose between using accurate and performant shapecasting in their games.