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Post by antoripa on Jan 28, 2018 20:43:44 GMT
Hello, i noted that when close to a wall there are issue with the collision . How can i imrpove that ?
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Post by RoguesGalleryGames on Jan 28, 2018 22:10:42 GMT
I have been making the box colliders on my walls larger, that way when my character mesh collided with them he doesn't clip through them. This has led to problems with the decal system though, as the decals are not flush with the wall and look like they are floating in space. I just started adding decals, so I'm going to look for another solution.
Can someone else chime in on this issue?
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Post by Invector on Jan 29, 2018 14:50:17 GMT
You could increase the capsule collider size
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Post by RoguesGalleryGames on Jan 30, 2018 2:00:19 GMT
*facepalm*
Increasing the radius of my capsule collider worked great. It's always the little things that get me stuck...haha. Thanks! Now I get to go back and reapply hundreds of box colliders. Yay. 😄
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Post by tharindu on Jan 30, 2018 4:17:42 GMT
Ideally you can layer the environment in a way that punching walls and stuff triggers a hit reaction. The same way swords and other weapons work, if you hit a wall with the sword it triggers a hit reaction. I need to check how to do this. I did it before ,I can't remember right now.
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Post by shadex on Jan 30, 2018 18:26:13 GMT
I have been making the box colliders on my walls larger, that way when my character mesh collided with them he doesn't clip through them. This has led to problems with the decal system though, as the decals are not flush with the wall and look like they are floating in space. I just started adding decals, so I'm going to look for another solution. Can someone else chime in on this issue? Something tells me your band-aiding the problem. Is your character clipping through walls and falling through the earth? If so, you can have the player use continious dynamic collision detection on the players rigidbody. Pretty much any collider that is like .1 units thin or less requires dynamic collision or there will be times it doesn't check fast enough. If your camera is clipping through the wall all the time you gotta play with the clipping plane on the camera. Finally, if your preforming an action that uses root motion, note that colliders essentially get turned off, and you end up through the wall anyways. If you set the target point on Jump Over to low, you can see it in action.
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Post by RoguesGalleryGames on Jan 31, 2018 1:07:53 GMT
Shadex, I have my collision detection set to continuous, and my camera is good. No clipping through any meshes with it. My problem was fixed by making the radius of my capsule collided bigger. Something so simple, yet so obvious. Forest for the trees and all that.😄
Thanks!
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