Comments (1)
The reason is:
- the scene has a character controller
- in bullet, character controller uses btCollisionObject and it will take effect when doing ray test
- cocos engine doesn't treat character controller as a collidable object, as you can see the code
raycastClosest (worldRay: geometry.Ray, options: IRaycastOptions, result: PhysicsRayResult): boolean {
...
// character controller is the closest object, but BulletCache doesn't cache character controller
const shape = BulletCache.getWrapper<BulletShape>(bt.ccClosestRayCallback_getCollisionShapePtr(closeHitCB),
...
}
PhysX's PxCapsuleController does not automatically participate in raycasts, so it doesn't have problem. So we should ignore character controller in bullet as PhysX does.
We may support character controller in future, but it needs more work. As we should add collision object for character controller automatically in PhysX and should modify the implementation bullet too.
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from cocos-engine.