Quick answer: Replace WorldBoundaryShape3D with a thin BoxShape3D (depth 0.05). Or raise ShapeCast3D margin.
Floor is a WorldBoundaryShape3D. Player ShapeCast3D down to detect ground. Half the time it misses.
The Fix
StaticBody3D <Floor>:
CollisionShape3D:
Shape: BoxShape3D
Size: (100, 0.1, 100) # thin but non-zero
ShapeCast3D <GroundProbe>:
Shape: BoxShape3D (0.5, 0.05, 0.5)
Margin: 0.05
Target Position: Vector3(0, -1.1, 0)
Box geometry is reliable for ground checks. Margin grows the sweep. Together they consistently report ground hits.
Verifying
Player walks; ground probe always returns true. Without box: intermittent miss.
“Box, not plane. Margin generous. Hits land.”
Related Issues
For Area2D fast mover, see CCD. For RigidBody3D damp, see damp.
Box. Margin. Cast hits.