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Undivided /

Planar movement, or the climbers slide off the mesa.

Walkable terrain went in. The steering quietly pulled everyone back down.

Diving camera view over the Undivided battlefield showing the central mesa, its ramps and the raised ridges.
Undivided / development capture

Elevated ground is an analytic height field: a plateau has a flat top and a linear skirt, and the ground height at any point is the tallest contribution. Entities snap to it, the puppets read their height from the same field, and a tagged mesh becomes climbable without a navmesh.

First test: the soldiers reached about a fifth of the mesa height and stopped. The steering was the culprit. A move target on the ground below has a lower Z than a climber, so the steering vector pointed partly downhill and fought the slope every frame. Sixty percent on the second try, still wrong.

The fix is to make movement planar: targets carry the mover's own height, vertical velocity is zeroed, and the height field owns Z outright. After that the error between soldiers and terrain was zero at the median across nearly two thousand samples on the mesa top. Rule kept for later: anything that steers should not be allowed an opinion about altitude.

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