Cheo
Active member
Hello, when working on a ledge strafe section for my game today I stumbled upon some limitations of the ability regarding its behavior when approaching gaps on the extremities. When using a simple ledge with a box collider, the character will not stop moving when he's already on of the edges of the ledge, and he may also end up floating in the air depending on the size of his collider - lowering it can help alleviate this issue, but I couldn't rely on the Slide ability in this scenario.
The corner ledge in the demo scene uses a mesh collider and had tiny elevations on its extremities which I believe are what prevent the character from moving further. I would prefer to have a bool to optionally use a gap check like the one in the Hang ability, but I can make do with this method also, and maybe add small box colliders on the edges of ledges. However, if this method is necessary to prevent the player from moving any further, it should be mentioned in the documentation if it isn't already. Lastly, here's a video as usual to illustrate the whole thing. I realized after recording it that we have another ledge strafe section in the demo scene, but the upper one illustrated my current scenario better.
As a bonus, allow me to point out that there is some overlapping text in the Ledge Strafe description.

Hope all of this is pertinent, once again I'm pretty sure I can make do with small additional colliders, so this is a low priority topic for me, thanks.
The corner ledge in the demo scene uses a mesh collider and had tiny elevations on its extremities which I believe are what prevent the character from moving further. I would prefer to have a bool to optionally use a gap check like the one in the Hang ability, but I can make do with this method also, and maybe add small box colliders on the edges of ledges. However, if this method is necessary to prevent the player from moving any further, it should be mentioned in the documentation if it isn't already. Lastly, here's a video as usual to illustrate the whole thing. I realized after recording it that we have another ledge strafe section in the demo scene, but the upper one illustrated my current scenario better.
As a bonus, allow me to point out that there is some overlapping text in the Ledge Strafe description.

Hope all of this is pertinent, once again I'm pretty sure I can make do with small additional colliders, so this is a low priority topic for me, thanks.
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