In terms of a simple 2D platformer, I was wondering if, over the years, a right way has emerged as far as determining whether or not a strolling character has reached the edge of the platform it is walking on. My searches haven’t produced an answer for this question and there does not seem to be a consensus about what the best way is, but I would like to believe that there is a best way considering the classic nature of the 2D platformer. Working with Godot 3.0.6 Mono, my current idea is two trace two rays from either side of a character’s collision box downward, where a difference in the length (assuming flat platforms) between those two rays before collision means the character is partially over an edge. However, I feel like this can get intense if lot’s of characters are being managed every frame. What are some other ways of approaching this? Any other suggestions are appreciated.