The reason you see this is because of the front clipping plane is intersecting your geometry. A simple ray is not sufficient enough for geometry intersections if you want to prevent this sort of situation. A typical solution to this is to pick with a box that is the size of your avatar and extends just past the region that is your front clipping plane, and must be as wide as your viewport translated into world coordinates.
Well, if I pick with a box...is it possible to implement the method to glide alongside the wall? I'm not really sure how in that case...
Thanx
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