Make puppet collide without bouncing off collision?
Currently no matter how much i tweak the collider on the puppet’s physics tab it is always a capsule shape and i think that’s the issue. In a first person game it gets disorienting because when you run into a wall you sort of bounce back, instead of going to a full stop.
How do i make it so that when my puppet runs into a wall it doesnt let you move in that direction anymore, but if you walk back away from it it works?
In computer programming languagues you usually check if there’s going to be something you collide with in advance and then stop the player. I thought of using the laser scope but you can’t make it cast 360, and there would just be too many wall angles to check.
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Try adding simpler custom collision by placing invisible walls in problem spots. Simpler geometry should mean simpler collisions.
The vertical position of the collider determines how high of a step the puppet can climb up, but if you have something like a fence, the puppet will only barely not be able to get over it and will get sort of stuck halfway. Try lowering the bottom of the collider a bit, or making short walls a bit taller.
Unlikely but Is it possible you accidentally set the “bounce” setting in the physics properties on your walls?
Make sure you don’t have any custom sculpts on your character that are marked as Collidable, as that usually spells trouble. -
The way I fixed it is kinda cumbersome but it works, I’ve re-edited all my objects so that they have an invisible collidable rectangle shape that encompasses them, so basically all my objects have box collisions. Then i made sure that the collider width on the puppet is very small, like 15% or so, that way it’s not too spherical and bounces off less.
Still not ideal but it kinda works.
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