pub fn move_and_slide<T>(
world: &T,
shape: CharacterShape,
settings: CharacterSettings,
position: Vec3,
displacement: Vec3,
was_grounded: bool,
) -> Result<Motion, CharacterError>Expand description
Sweep/slide without applying acceleration, gravity or jump state. Displacement may be long; no destination-only collision tests or discrete movement substeps. A bounded starting-overlap recovery is attempted; errors leave caller state intact.