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Answer by TheNoobieWaffle

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Solved it after so much stress. Problem line: links.t.position = hitInfo.point + (links.t.up * _INPUT_PlayerHeight * .5f); Fixed line:links.t.position += -links.t.up * hitInfo.distance; Reason: The collision is not necessarily straight down, which I assumed to be the case in the error line. The fix was simply adding the distance to the position rather than transforming to the collision.

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