* Physics simulation, which will cause issues for Dynamic bodies (Such as Friction being applied twice).
* Kinematic bodies have even less Physics options and as such aren't suitable for a player, especially
* when we move to Box2D v3 where there will be more support for players updating outside of simulation.
+ * However, Kinematic bodies are useful currently for mobs which explicitly ignore physics, you should use
+ * this type extremely sparingly and only for mobs which *explicitly* disobey the laws of physics (A-Ghosts).
* Lastly, static bodies can't move so they shouldn't be updated. If a static body makes it here we're
* doing unnecessary calculations.
* Only a Kinematic Controller should be making it to this point.
*/
- DebugTools.Assert(physicsComponent.BodyType == BodyType.KinematicController,
+ DebugTools.Assert(physicsComponent.BodyType == BodyType.KinematicController || physicsComponent.BodyType == BodyType.Kinematic,
$"Input mover: {ToPrettyString(uid)} in HandleMobMovement is not the correct BodyType, BodyType found: {physicsComponent.BodyType}, expected: KinematicController.");
// If the body is in air but isn't weightless then it can't move