Post by chainsawpenguin on Mar 6, 2017 5:21:11 GMT
Good evening, team!
Okay, I'm starting a completely new thread because my issue was getting tangled up with a previous issue (which is now resolved).
This is a little involved, so bear with me a second.
I created a completely new project, and only imported Invector's Third Party Melee Controller and my fbx model.
I created a new melee controller with my fbx model after converting the rig to humanoid, and added this to my scene. When I play the scene, this is the model that I'm controlling.
I added four instances of the fbx model to the scene. None has any animators or scripts applied, and all four are just standing in T-Pose.
Model 1 has a sphere collider with "Is Trigger" checked.
Model 2 has a sphere collider with "Is Trigger" not checked.
Model 3 has a box collider with "Is Trigger" checked.
Model 4 has a box collider with "Is Trigger" not checked.
Models 3 and 4 produce expected behavior. I can run through the collider of Model 3, because it has "Is Trigger" checked, but I can't run through the one on Model 4, because it is not checked, and therefore physics rules apply.
For both Models 1 and 2, however, things are just weird. First, in both cases, my model stops running when he collides with the collider, regardless of whether or not the "Is Trigger" is checked. Both Models exhibit the exact same behavior, as if the "Is Trigger" flag is completely irrelevant to how the controller deals with the collider.
But it gets weirder: for both Model 1 and Model 2, I can roll or jump THROUGH the collider. For model 4, I can't (the roll and jump are both blocked by the collider, correctly), but, regardless of the state of the sphere collider's "Is Trigger" flag (checked or unchecked), I can trick the controller into moving through the collider, which is obviously incorrect.
I'm using the latest version of the Invector Third Person Melee Character Controller (re-downloaded today to make sure), and the latest build of Unity, 5.5.2.
Sure, I *could* have my entire game use only box colliders, but I think that something's just going wrong somewhere...
Any insight or suggestions would be appreciated!
Okay, I'm starting a completely new thread because my issue was getting tangled up with a previous issue (which is now resolved).
This is a little involved, so bear with me a second.
I created a completely new project, and only imported Invector's Third Party Melee Controller and my fbx model.
I created a new melee controller with my fbx model after converting the rig to humanoid, and added this to my scene. When I play the scene, this is the model that I'm controlling.
I added four instances of the fbx model to the scene. None has any animators or scripts applied, and all four are just standing in T-Pose.
Model 1 has a sphere collider with "Is Trigger" checked.
Model 2 has a sphere collider with "Is Trigger" not checked.
Model 3 has a box collider with "Is Trigger" checked.
Model 4 has a box collider with "Is Trigger" not checked.
Models 3 and 4 produce expected behavior. I can run through the collider of Model 3, because it has "Is Trigger" checked, but I can't run through the one on Model 4, because it is not checked, and therefore physics rules apply.
For both Models 1 and 2, however, things are just weird. First, in both cases, my model stops running when he collides with the collider, regardless of whether or not the "Is Trigger" is checked. Both Models exhibit the exact same behavior, as if the "Is Trigger" flag is completely irrelevant to how the controller deals with the collider.
But it gets weirder: for both Model 1 and Model 2, I can roll or jump THROUGH the collider. For model 4, I can't (the roll and jump are both blocked by the collider, correctly), but, regardless of the state of the sphere collider's "Is Trigger" flag (checked or unchecked), I can trick the controller into moving through the collider, which is obviously incorrect.
I'm using the latest version of the Invector Third Person Melee Character Controller (re-downloaded today to make sure), and the latest build of Unity, 5.5.2.
Sure, I *could* have my entire game use only box colliders, but I think that something's just going wrong somewhere...
Any insight or suggestions would be appreciated!