Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
game-maker / gate (push) Successful in 1m48s
game-maker / suite (push) Successful in 6m23s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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adminandClaude Opus 5 committed 2026-09-18 21:52:11 +02:00
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commit 1b5e386b60
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@@ -90,7 +90,10 @@ describe.each(COLLISION_SYSTEMS)('$system', ({ physics }) => {
// Close the loop: the wall's collider is its child and the wall is parented to that collider.
wall.parent = wallColliderEntity;
expect(collisions.moveAndSlide(world, mover, 10, 0)).toEqual({ blockedX: false, blockedY: false });
expect(collisions.moveAndSlide(world, mover, 10, 0)).toMatchObject({
blockedX: false,
blockedY: false,
});
expect(mover.x).toBe(10);
// And a whole tick, which walks every collider up to the body it belongs to.
world.tick(1 / 60);