How a character controller's skin width is implemented?
I have a custom server with a traditional heightmap for terrains but when it comes to regions sitting on the terrain, I rely on 3D voxels that say whether a location is passable or not. The problem I'm having is that my makeshift character controller is getting stuck on everything within these regions instead of sliding along them as a client's character controller would (be it Unity or Unreal Engine). I have no idea how skin width is supposed to work but I'm intrigued by it. My C++ code takes a hard-stop approach when it encounters an impassable voxel. I would like to know more about how PhysX skin works.