Comment Comment by sushsjsuauahab This can be solved by doing the following:instead of checking "currentPosition" and "futurePosition" for a collision per frame, instead compute a sphere using those two values as bounds, and check if there are any collisions within that sphere parent sushsjsuauahab 5 years ago
instead of checking "currentPosition" and "futurePosition" for a collision per frame, instead compute a sphere using those two values as bounds, and check if there are any collisions within that sphere