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Thinking that maybe the Rapier transforms were not synchronized with the Bevy transforms when I perform the cast, I tried adding this to update_proximity_sensors_system:
It looks like the character's collider gets pushed a bit into the other collider, which breaks stuff. To solve this, I'm going to have to check for contacts when filtering the entities.
This is from my game, Gardening Gun, which uses Tnua (I've edited the level a bit so that the character will only interact with a single collider):
Peek.2023-04-12.23-40.mp4
The character is not supposed to be able to do that extra airjump to get on top of the platform.
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