![Bullet] Seemingly inaccurate kinematic collision remainders in Bullet physics but not GodotPhysics · Issue #28717 · godotengine/godot · GitHub Bullet] Seemingly inaccurate kinematic collision remainders in Bullet physics but not GodotPhysics · Issue #28717 · godotengine/godot · GitHub](https://user-images.githubusercontent.com/32691832/57208173-56030600-6fa0-11e9-973f-44c5f0252c0b.gif)
Bullet] Seemingly inaccurate kinematic collision remainders in Bullet physics but not GodotPhysics · Issue #28717 · godotengine/godot · GitHub
![I couldn't find a non-kinematic physics character controller that does everything, so I made one from scratch. It handles steps, moving platforms, friction, weight, ground locking, being pushed or launched, root motion, I couldn't find a non-kinematic physics character controller that does everything, so I made one from scratch. It handles steps, moving platforms, friction, weight, ground locking, being pushed or launched, root motion,](https://external-preview.redd.it/Ozap8ZxxDZAD_bBwCSzprU61BaPqQD6pT-5Asm6di5s.png?width=640&crop=smart&format=pjpg&auto=webp&s=36791b64b908d8524cd2ed86e2ff13029d7aae7a)
I couldn't find a non-kinematic physics character controller that does everything, so I made one from scratch. It handles steps, moving platforms, friction, weight, ground locking, being pushed or launched, root motion,
![How we made our physics-based character controller (in Unity) for Very Very Valet - full explanation video link in the comments. : r/Unity3D How we made our physics-based character controller (in Unity) for Very Very Valet - full explanation video link in the comments. : r/Unity3D](https://external-preview.redd.it/TBQUI6GUUfG4IJlcL_-18NMz49yiAqWTOh0dis7FwQg.png?width=640&crop=smart&format=pjpg&auto=webp&s=ae71b4462145eabf1b85349695d8abbe6b2b3d87)