Ground-stepOffset analogue for climbing (wallStepOffset, default 0.1):
when climb movement is blocked by a small ledge, the capsule lifts
along the wall normal in pre-swept sub-steps and continues, with a
short servo hold to prevent being pulled back into the ledge. Ground
detach while climbing down now requires floor that extends away from
the wall, so narrow step tops no longer cause a mid-wall exit.
Wall->ceiling handoff additionally checks OverheadIsPassableStep():
if the overhead surface is only a small protrusion within the step
allowance, the handoff is skipped and the step pass carries the
capsule over the edge. Genuine overhangs hand off unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The swept-sphere probes tilt their contact normal while rolling over a
thin board's edge, which faked slope top-outs, ceiling hand-offs and
bare-rim vaults mid-face. Confirmed via temporary exit-path logging
(stripped again) and fixed at the verified causes:
- RaycastWallFace: confirm "face flattened into a slope" with a thin,
strictly horizontal ray instead of trusting the tilted sphere normal
(a vertical board still reads steep; real ramps still top out).
- Rim judging: the full-capsule span probe is the arbiter — while it
still sees a steep face anywhere along the capsule, re-adopt that true
normal (breaking the tilt self-amplification feedback loop) and keep
climbing; only a persistent rim (wallTopOutConfirm debounce) vaults.
- WallContinuesAbove: band-sampled horizontal sweep so a grazed shelf
edge above never reads as a cleared rim.
- Bare rim: parks by default (upward motion clamped); holding up vaults
over the edge via MantleOverEdge, headroom-gated.
- ProbeWallSpan sweeps strictly horizontally; center probe always
rejects down-facing hits (edge grazes), wall->ceiling hand-off only
via the explicit head-gap check against clearly down-facing surfaces.
- Slope/ground top-outs additionally gated on a genuine stand
(HasStandableTop) so a board's own top edge no longer detaches.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Replace all thin raycast climb probes with capsule-width SphereCasts:
fixes drop on thin boards (mid-face contact never lost, top-out only
fires at the real top edge) and edge flicker on curved surfaces
(continuous contact normal instead of per-frame face flips)
- Remove WallProbeTangentSamples fan fallback (obsolete with SphereCasts)
- Collapse WallInFront/WallPresentAtOffset/WallHitAt into WallPresentAt,
inline ApplyMeshOffset wrapper
- Trim redundant comments, keep non-obvious rationale and tooltips
- No serialized fields removed or renamed (prefab values intact)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ProbeWall now falls back to a horizontal multi-sample fan across the capsule
cross-section when the center ray misses, so a thin/narrow board keeps its
grab instead of dropping after wallExitGrace (which stays at 0.15). The
top-out mantle no longer commits on the first probe miss: it requires the
top-edge signature (wall at foot, moving up, headroom clear) to persist for
wallTopOutConfirm (new tunable, default 0.06s) and uses hardened multi-sample
foot/headroom probes, so a transient mid-face miss or a VHACD hull gap no
longer triggers a false mantle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PlayerCharacterController: GravityEnabled toggle. When off, hold
vertical velocity at zero and skip steep-slope sliding so a frozen
avatar neither falls nor drifts; true is byte-for-byte the old path.
- GameModeManager: during Loading, additionally disable gravity and
hide the local body (SkinnedMesh + fur shell), re-asserted each frame
to catch the mid-load lobby->match respawn. Restored (body shown,
gravity on) before ActiveMode.Enter() on release to Hide.
- MatchManager: enter Loading *before* SwapScenes so still-bound lobby
avatars are frozen before their floor unloads. Fixes the player
falling into the void during the lobby->map scene swap.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>