I’m attempting to implement continuous collision detection, to keep characters from missing the terrain when they fall too fast, so I’ve been using physics raycasts from the corners of the hitbox to do the lookahead, but I’m having a weird problem with characters that are several terrain tiles wide impaling themselves on anything narrower than they are.
So I was thinking I could instead use a second hitbox to handle the terrain collisions, whose position and size are changed based on the velocity of the character, in order to check the area between where they are and where they are going, but there doesn’t seem to be a way to manually check an area for colliders (I was hoping for something similar to physics.ray_cast, but for a specified area rather than a line), and the closest thing I can find for resizing a collider is to delete it and recreate it with the desired new size every update cycle, but that seems like a lot of overhead.
Is there an easier way to go about this?