Player uses collision_layer 2 so camera pick rays (mask 1) skip the capsule. Static bodies defaulted to collision_mask 1, so they never scanned layer 2 and Godot produced no floor/wall contacts—walk appeared stuck with is_on_floor false. Set collision_mask=3 on all NavigationRegion3D StaticBody3D walkables and occluders; bumps inherit from Floor at spawn. Document the pairing in README. |
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| main.tscn | ||