The Terrain Following option in your Game Configuration allows you to customize how characters react (specifically, how their vertical position is determined) as they walk across tiles in the game world. Combining this with the collision override functionality can provide a variety of behaviors. Read below for more information and visual “side view” examples of each type.
With this option, the character's vertical position will always follow the terrain geometry exactly. More specifically, the character's position will snap up and down to match any rises and drops in the terrain at their current voxel coordinate. This type is not recommended for first-person games since it can potentially result in jarring camera movements.
With this option, linear interpolation is used to calculate the character's vertical position while moving to the next voxel coordinate. This means that changes in height from one voxel coordinate to the next will be smoothed out into a straight-line path and is suitable for games where you want inclines, like stairs, to have linear movement (as if walking up a ramp).
With this option, the smootherstep function is used to calculate the character's vertical position while moving to the next voxel coordinate. This is the default setting and provides a good balance between closely following rises and drops in terrain without the sudden snapping up and down that the “Precise” option can result in.