Releases / v0.93.0
v0.93.0 Feet On The Ground
2026-09-14 Engine
A character stands where it looks like it stands. This release closes a report that survived two patches: a character hovering over terrain and clipping into slopes, on a project where every collision measurement said the ground was under its feet.
A body under a group node is drawn where it is
The cause was not the terrain. A physics body is placed from its node's world position, and the sim wrote that position straight back into the node — but a node's position is stored relative to its parent. A body at the scene root was fine. A body under a group node was displaced by the group's whole transform every frame: its model, a child drawn where the node says, stood beside and above the capsule the collider was resolving. On a project whose player sits in a group placed 0.6 units up and two units aside, that was a character hovering exactly 0.6 over flat ground and walking into every slope by two units, while the collision itself was right to the millimetre.
The sim now writes every body and assembly back in its parent's frame. A parented character stands on its capsule, wherever its group is.
See exactly what you collide with
Terrain physics has collided with the triangles you see since v0.92.1, at any voxel size and node scale — but the tools for checking that were wrong. View ▸ Terrain collider wireframe drew a coarse proxy of the field, a surface nothing collided with, in the wrong place for a moved, turned or scaled terrain. It now draws the exact surface physics uses, through the node's full transform: turn it on and the lines lie on the ground. And the ◆ Rigidbody outline draws the live body during Play, so a controller that sets its own stand height no longer leaves the outline floating above where the body meets the ground.
Choose the surface
The terrain node has a collide with picker in the Inspector: the drawn surface (the default, and what every existing scene gets) or the field — smoother than the picture, cheaper, and never meshed, for a server that draws nothing or a project tuned against it. It takes effect on the next Play.
Capsules stand on their feet, along their whole length
A capsule's round bottom touches a slope off to one side, bridges a crease and coasts off a crest, leaving the feet you drew in the air on rough ground. Capsule bodies now stand on the ground straight beneath their centre line, pushed up out of it and held down onto it while standing — following crests and stairs instead of hopping — with jumps, walls, cliffs and ledges untouched. And a capsule collides along its whole length rather than as its two end spheres, so legs no longer sink into a steep face.
floptle shot draws the terrain
The shot verb photographed a terrain project with no ground in it: the field loaded and the character stood on it, but the ground is meshed by the frame loop and a one-frame verb has none. It meshes the ground around the camera before it draws now.
Upgrading
Nothing to change. A character whose model was nudged to compensate for the group offset will now sit low by that nudge — remove it. A project that relied on a capsule coasting off a crest will find it follows the ground.
Floptle Hub
Engine
The binaries are not signed yet. On macOS, right-click the app and pick Open the first time. On Windows, if SmartScreen appears, pick More info then Run anyway.