tork2
New vMember
Posts: 10
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Post by tork2 on Mar 15, 2018 10:17:04 GMT
I saw a solution for when AI characters aren't on the terrain correctly in a different thread, but wasn't able to get anything to solve the problem for when main character is sinking below terrain. I tried adjusting the Grounded settings in the controller panel, but no luck fixing the issue. This is melee controller.
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Post by tharindu on Mar 15, 2018 10:35:37 GMT
Pretty sure the capsule collider on your player isn't set to an acceptable height. increase it .
OR
you're using a terrain shader like cts or megasplat that does parallax mapping or tessellation. Note that parallax or tesselation doesn't really change the terrain collider. It only makes changes to the graphics so that they look more well, bulky and extruded.
In that case, you'll need to figure out a way to make your character move in the tessellated environment. I don't think it's a good idea computational expense wise.
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tork2
New vMember
Posts: 10
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Post by tork2 on Mar 16, 2018 5:23:24 GMT
Ah.. Yes, using CTS. The sand and snow areas are "fluffy" it seems. I think a solution would be to place a non rendered rock mesh or something in those areas just under the terrain to lift the ground in those areas. Thanks for the help!
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Post by tharindu on Mar 16, 2018 7:20:15 GMT
Ah.. Yes, using CTS. The sand and snow areas are "fluffy" it seems. I think a solution would be to place a non rendered rock mesh or something in those areas just under the terrain to lift the ground in those areas. Thanks for the help! Yeap! I ran into the same scenario when I was using megasplat. The developer however had a good example of simulating physics on a tessellated surface based on some sort of planar projection at the feet of the player. Wasn't the best method but it was definitely something. I have noticed lately though that most games don't really care for an advanced tessellation effect other than some parallax. Look at stuff like assassin's creed origins. So perhaps you can alter your terrain along that line of thinking. Because performance from tessellation is already hard enough without adding extra weight with more meshes that are not even being rendered.
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