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Yes, the platformer example does have some jank like this. It is most likely our very basic usage of rapier that causes it, not rapier. It's not necessarily intended to be a perfect platformer, just something simple that touches many features of bevy_ecs_ldtk. I think users should be able to configure the player character more effectively using existing rapier components that minimize this sort of issue.
One thing I haven't tried using yet is rapier's character controller. This might resolve some of the issues since it's an official rapier solution, and would probably help reduce much of the platformer example code. I might try rewriting the platformer example to use it someday.
If I jump from a a high altitude, when reaching the ground it clips through the ground 1 frame and then it gets back to "normal".
I'm using the Platformer example as a starting point and I don't know what part of rapier is causing this (or if is a problem of the example itself)
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