This video perfectly illustrates how virtual reality is built on fragile mathematical thresholds rather than physical logic. It proves that in game design, the difference between a solid path and a void is often just a single degree.
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when the wall aint walling
Added:If you walk up to this wall and jump, you can climb it. But, walls are supposed to be walls. So, what's happening? Well, by going to humanoid in your avatar, you can find the max slope angle set at 89°. But, the wall is actually 88°, allowing you to scale it.
Now, you can't set it more than 89°, but by lowering it, now slopes that used to walk on just don't work anymore. [music] But, if you set it to zero, you can still walk around, but not jump. So, if the base plate is off by 1°, you're meeting the void.
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