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mediumGame Developer interview question

Players report that their character sometimes falls through the floor. How do you investigate and fix it?

What the interviewer wants to hear

  • Reproduce: find where and when, check frame rate and speed
  • Check for tunnelling from high speed or large timesteps; use continuous detection
  • Look for code moving the transform directly instead of the rigidbody or character controller
  • Check collider gaps, thin colliders and mesh collider issues
  • Add safety: ground checks, kill planes and respawn, logs or telemetry

Model answer

First I try to reproduce it, using player reports or telemetry to find where and when it happens and whether it relates to low frame rate, high speed or a specific action like dashing or loading. Then I check the common causes. Tunnelling happens when the character moves further than the floor thickness in one step, so I check speed, enable continuous collision detection or use a capsule cast for movement. Teleporting the transform directly instead of moving through the rigidbody or CharacterController can skip collision completely. I also inspect the level geometry for gaps between floor colliders, very thin colliders or broken mesh colliders. Finally I add a safety net, such as a kill volume under the level that respawns the player, and log the position when it triggers to find remaining spots.

Can you answer it under time pressure?

Take a timed medium round and get scored on every answer.

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