Okay, so for those interested, seems like UFPS doesn't work very well with floor meshes that have relatively small faces sticking out. In this particular case there was a pavement curb that was sticking out by about 5cm (in scale relative to a normal realistic character model). And that sticking...
Actually, now that I looked into it closer the movement on that scene is completely broken in general. The character gets bounced around in a jerky way. I tried to find any difference between this example scene and the demo scene, but physics materials match, everything else that I would expect...
Hi,
I've attempted to integrate UFPS with the following environment asset:
https://assetstore.unity.com/packages/3d/environments/urban/street-new-york-183319
This particular asset has the floor (streets) modelled as a bunch of mesh colliders. The shape seems pretty simple and straightforward...