I need some help with my collision; it just doesn't work consistently.
The collider is a CollisionShape3D, and a CapsuleShape for the shape.
I tried to change the physics from Godot to Bullet but it broke both times.
The ground is a StaticBody with a CollisionShape3D, the shape is a rectangular prism.
Using a cylinder instead of a capsule completly breaks the collision
Help thanks!
Example of the problem: [
Movement:
var dir := Vector3.ZERO

dir.x = Input.get_action_strength("right") - Input.get_action_strength("left")
dir.z = Input.get_action_strength("backward") - Input.get_action_strength("forward")

dir = dir.rotated(Vector3.UP, _cam_arm.rotation.y).normalized()

_velocity.x = dir.x * speed
_velocity.z = dir.z * speed
if not is_on_floor():
	_velocity.y -= Gbl.gravity * dt

var just_landed := is_on_floor() and _snap_vector == Vector3.ZERO
var is_jumping  := is_on_floor() and Input.is_action_just_pressed("jump")

if is_jumping:
	_velocity.y  = jump_power
	_snap_vector = Vector3.ZERO
elif just_landed:
	_snap_vector = Vector3.DOWN

_velocity = move_and_slide_with_snap(_velocity, _snap_vector, Vector3.UP, true)

if _velocity.length() > 0.2:
	var look_direction = Vector2(_velocity.z, _velocity.x)
	_model.rotation.y = look_direction.angle()
	moving = true
else:
	moving = false

I have trouble going through the ground unless I click on the mesh, then click on the mesh tab at the top of the screen, and create trimesh static body. You would probably want to delete your static body first.

    What is the class/node type of the root node of the character?

      fire7side
      This partially worked, just my character is phasing through the floor a bit. Maybe just the collider is misplaced, though.

      fire7side Ok, so, this just has one problem where the collider is off and I have to manually move the collider up. Any idea?

        GodotDevBear I've never used a prism mesh why are you using that? It seems like you could just use a cube there. I just don't have any experience with it at all. It might work fine. I think the main problem is those huge polys when you put down a mesh in godot so they get an error from the edge. Maybe not I don't know. That's why triangulation helps. If you have an art program like Blender, you can subdivide the surface a little bit. Otherwise maybe join smaller ones. Could be some other problem for all I know, but I noticed it improves when I use triangulated mesh.