It’s kinda confusing, but slope scale bias is something else, it’s about scaling the constant depth offset according to the angle of the slope, and that causes severe peter panning.
Huge Thank You for this, it works amazing! No more detached shadows.
Though now it became apparent that physics objects are not touching the surface
How can I change the distance of contact for physics objects? (figured it out, have to change margin for the floor, not the object )
[quote=“rikorin”]Huge Thank You for this, it works amazing! No more detached shadows.
Though now it became apparent that physics objects are not touching the surface
How can I change the distance of contact for physics objects? (figured it out, have to change margin for the floor, not the object )[/quote]
With Bullet physics you have a default collision margin that for most shapes extrudes outwards. You’ll just have to take it into account when matching the size of the model and collision shape.
Good video about it: youtube.com/watch?v=BGAwRKPlpCw