I was fiddling around with mesh rotation around a character to see how the mechanics work and I came across a little problem. The character phases out of the mesh when too close to the edge and in a falling state. Here is a little video to help out:
I wanted to do world rotation for a game project that I’m thinking of and am in the middle of testing how the engine reacts. Any help on how to prevent this would be appreciated. I thought of making the walls thicker but then the character still phases into objects when it runs out of room. I will design the level in a way that there won’t be any close proximity boxes, but still the issue of the edge while falling remains.