How far below its feet a grounded character will look for the ground
before admitting it has left it. Without it a character walking down any
ramp leaves the ground on every step, falls a fraction of a millimetre, lands,
and repeats — visible as a stutter and audible as a landing sound sixty times
a second. This is a collision fact (the ground is there, just lower), which
is why it ships while coyote time does not.
Default SweptCharacterController.groundSnapDistance, in metres:
0.1.How far below its feet a grounded character will look for the ground before admitting it has left it. Without it a character walking down any ramp leaves the ground on every step, falls a fraction of a millimetre, lands, and repeats — visible as a stutter and audible as a landing sound sixty times a second. This is a collision fact (the ground is there, just lower), which is why it ships while coyote time does not.