Hello, I'm working on a fan-made version of Super Mario Odyssey. I'm using PhysX for physics simulation. The dynamic actors don't behave naturally, so I've mostly been using the kinematic type for most actors.
As you all know, Super Mario has question mark blocks. I want to handle collisions differently when the player collides with the block's top, side, or bottom.
Right now, I'm roughly calculating the collision points internally, but I know it's not a good approach. To achieve what I want, I need to know the collision direction.
I understand that dynamic actors can get collision points from contact information, but kinematic actors can only obtain trigger information.
How can I resolve this issue?