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12:38 AM
I don't think I found the right chat for PhysX. I found lots of info on NVIDIA PhysX but not about the skin width implementation. Do you happen to know the most appropriate place for me to post a question about it ?
 
GameDev.StackExchange would be a good place.
 
thank you!
 
1:09 AM
@iPaul Please don't tag both Unity and Unreal. If you're using one of them, tag that one. If you're using your own tech and neither of these engines, tag neither of them.
If what you care about is a sliding collision, not skin width specifically, you could look at approaches like this - using a swept collision check to find an obstacle, then projecting the velocity along the collision plane and sweeping again, iteratively, until you run out of motion.
 
 
1 hour later…
2:24 AM
oh no, I just did that again in my latest question in game development (before I read this). I'll see if I can edit it. My question is outside of Unity and UE. My client uses Unity but my server code (which I'm referring to) is completely custom.
done. I've removed both game engines from both of my questions.
 
2:45 AM
oh wow! That billiard ball example looks promising. "Back up to closest non-intersecting point. (Plus a small fudge factor for stability)" <--- this sounds like what I'm struggling with and the animation looks like what I'm seeking. I'm going to see if I can completely understand that Unity code and this could possibly do it for me.
 

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