atw
New vMember
Posts: 4
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Post by atw on Nov 14, 2017 8:20:28 GMT
I've been encountering an issue with V Third Person Controller:
When my character goes up stairs and his step offset moves him up, he continues upward with that added velocity, making him appear to jump.
Depending on the height of the step and the angle/ velocity the player hits it, he can launch quite high.
Is this a known issue, or a problem with my settings?
Step Smooth =6 Step Offset Start, End = 0.01, 0.45 Grounded Min/ Max = 0.25, 0.5 Root Motion = false Locomotion Type = Only Free
Any help would be greatly appreciated!
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Post by jrackley on Nov 14, 2017 11:58:56 GMT
I have had similar things happen in the past, and the way I fixed it was by deleting my capsule collider on the player and re adding a new one, and adjusting it to fit the character correctly.
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atw
New vMember
Posts: 4
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Post by atw on Dec 7, 2017 1:47:55 GMT
I think I was able to fix it (will get back if problem resurfaces).
It seems to occur because the base of my character's capsule collider was slightly higher than the mesh's feet, meaning that the feet were slightly sunken in the ground. It took a bit of tweaking (too far the other direction and the player will never become grounded!), but not the player can walk up stairs correctly.
I'm not super clear on why this might be the case. I would assume that grounded-ness would be determined by the capsule collider, not the mesh or its animations.
Anyone with more familiarity with Invector: Am I correct that groundedness is determined by the position of the character's skeleton's feet? Can animations which move the character's feet affect groundedness?
Thanks!
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Post by Legion on Dec 8, 2017 22:23:17 GMT
I think I was able to fix it (will get back if problem resurfaces). It seems to occur because the base of my character's capsule collider was slightly higher than the mesh's feet, meaning that the feet were slightly sunken in the ground. It took a bit of tweaking (too far the other direction and the player will never become grounded!), but not the player can walk up stairs correctly. I'm not super clear on why this might be the case. I would assume that grounded-ness would be determined by the capsule collider, not the mesh or its animations. Anyone with more familiarity with Invector: Am I correct that groundedness is determined by the position of the character's skeleton's feet? Can animations which move the character's feet affect groundedness?
Thanks! Try to change the Y offset in the inspector of your animation.
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