This repository has been archived by the owner on Feb 13, 2018. It is now read-only.
Solved phasing at high speeds and at low framerates #23
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I solved the phasing issue when having the character moving at long distances per frame (both at high speeds and at big time deltas).
Previously the character would have warped through the colliders as there was no collision test between the start position of the character and it's calculated final position.
I would appreciate if @IronWarrior could take a look at it and give an opinion on my solution