BigRookGames
Member
There are instances when the detectHorizontalCollisions checks for collisions and when inside that function it calls TPC's NonAllocCast function and returns the raycast hit point as 0,0,0 because the colliders are overlapped. This is causing a lot of problems with the physics because it uses this point to raycast and determine if the character is grounded, but since the point is not set it doesn't identify any ground and basically just stops the character where it is. I am not sure why this is happening, it only seems to happen when the character is going faster speeds on ramps, but i don't see anything in the code to protect from this. Should this ever happen or have you seen this happen?