I have recently been making bricks with .dts collision shapes, and while the collision works great, the raycasting on the bricks always screws up in some way. I've found that one of my bricks had some extra bit of raycasting put in the corners of the bounding box, and another brick doesn't have any raycasting whatsoever. What is the proper way to handle raycasting with a brick that uses .dts collision?
Here are the two bricks I'm currently working on:
When I stand here on the hoop:
The third person view is forced forward to this:
Indicating that there is raycasting on the corners of the hoop. Testing this with projectiles, I confirmed that the collision is perfect except for the corners.
Something similar happens with the tree, when I stand here:
The third person view is pushed inwards to this:
It definitely isn't the fault of the blb, I tested with just the collision DTS and these are the results:
Standing here:
Third person looks like this
Download the hoop:
blbdts