Releases / v0.93.0-rc2
v0.93.0-rc2 Feet On The Ground
2026-09-14 Engine
The second beta of v0.93.0. Terrain collision is now something you can see, and choose; and a capsule collides along its whole length.
See exactly what you collide with
Terrain physics has collided with the triangles you see since v0.92.1, at any voxel size and any node scale. Measured on a real project through the live player, a walking character's feet sit on the drawn surface to within a few millimetres on nearly every tick, and nowhere near the underlying field.
But you could not check that for yourself. 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, or something is wrong; a screenshot settles it.
The ◆ Rigidbody outline had the same problem during Play: it drew the capsule as authored, while a controller that sets its own stand height had changed the live body and moved its centre to keep the feet planted. The outline sat a hand's width above where the body met the ground, and anything lined up against it lined up wrong. It draws the live body now.
Choose the surface
Some projects want the old behaviour: the underlying field is smoother than the picture, cheaper to query, and never meshes anything — a server that draws nothing, or a project whose physics was tuned against it. 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. It takes effect on the next Play, and the wireframe follows the choice.
A capsule collides along its whole length
A capsule was tested as its two end spheres, so a face steep enough to reach a character's shins between the feet and the head let the legs walk through it, and a crouching body could put its waist through a low wall. The point of the capsule closest to each surface is tested too now.
Also in this beta
Everything from rc1: capsule bodies stand on their feet — the ground
straight beneath the centre line — following crests and stairs instead of
hopping, with jumps, walls, cliffs and ledges untouched; and floptle shot
draws the terrain, which it never had.
Upgrading
Nothing to change. A scene written before this release collides with the drawn surface, exactly as it did on v0.92.1 and rc1. A character walking along a steep face may now be pushed out of it where its legs used to sink in.
Switch the Hub to the beta channel to install this build.
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.