I use
Collider::compound(vec![(Vec3::ZERO, Rotation::default(), Collider::voxels(Vector::new(1.0, 1.0, 1.0), &[IVec3::ZERO]))])
in place of
Collider::compound(vec![(Vec3::ZERO, Rotation::Default(), Collider::cuboid(1.0, 1.0, 1.0))])
and the entity falls straight through the ground, even though debug visualization shows it being there and raycasting working on it