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This engine is incredible! 200+ bouncing balls that all collide and still 300+ fps on a low end computer. Just a couple thing, i notice the players movement doesnt get reset when they jump below a ceiling and just float for a few frames. Second, i couldnt find any documents on this but is there or are you planning to add normals to collisions to change the slide/bounce direction? which also brings me to, are you gonna add sliding down to the player on steeper terrain?

1. I figure you're referring to the first CCT demo. CCT has three flags that return on Move to detect bottom/side/top collisions with the kinematic player movement is all controlled from the step logic. So, it should be a matter of just resetting vertical velocity when a top collision is detected. I can fix that next update. https://nvidia-omniverse.github.io/PhysX/physx/5.6.1/_api_build/structPxControll...

2. Are you referring to collision callbacks? It's a rougher part of the API but, you can get the collision normal on_enter. Keep in mind that's for normal dynamic actors, not CCT. It's under the Collisions section of the docs. Scene queries like raycasts also return hit normals. I did add a helper function to CCT's in the next update to detect floor normals.

3.  I figure I would just adjust the CCT deceleration when the slope limit is detected. I'll look into it, sure. https://nvidia-omniverse.github.io/PhysX/physx/5.6.1/_api_build/classPxControlle...

Actually quick correction on 3. PhysX has a dedicated climbing mode option for CCTs. You can make it slide by just passing the non_walkable_mode option as GMPHYSX_CCT_NON_WALKABLE_MODE_PREVENT_CLIMBING_AND_FORCE_SLIDING. I can set that as the default next update.