How do i make a groundcheck for a 3d game?
alright, so here's the thing: i have no idea how to make a groundcheck thing.
raycast is unreliable because if you are standing on the edge, it simply won't detect a thing.
spherecast bugs out (for example the scene has the main ground and a bunch of slopes and cubes. and while it only detects the ground, it gives you a big "f##k you" if you are standing on a slope, if you are on the cube or if there's another mesh inside the main ground).
the only sane option i found is "OnCollisionStay/OnCollisionExit". and then again, everyone who uses that method uses tags, whereas i want this thing to be more or less universal like in most games (half life, quake, whatever other game).
so for the third method i understand that i should somehow get an angle of the collision, and if it's more than "x", i simply shouldn't count the detection. but i don't understand how do i measure that angle, since i'm not really familiar with api yet. and if this method is shit, can anyone please give me an advice? i'd really appreciate that
Posted Jul 13, 2026, 10:38 AM UTC