Is it normal for the ConvexSweepTest function to return distances that overpenetrate a little bit? If so what are some smart ways to deal with it?
I'm writing some platform character movement code using a kinematic body. Basically think Soldat(If you've played that game) or better yet Booster Trooper or Shadow Run. The character moves in 2D in a 3D world and walks up and down slopes.
I got character movement to work for the most part. I am having major problems with the character sometimes getting stuck in walls though. The documentation isn't super clear on how certain results are returned and I've done some guesswork from reading the source code.
There are also very strange cases where the character collides with other bodies in the physics world that are ignored in the end like boxes on the ground or ragdolls. The character ends up getting stuck in the ground easier when around these objects. It's like the collision distance to the solid level geometry is somehow affected just because the character is also colliding with other rigid bodies that are ignored.