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This is a follow up question to something I asked yesterday and I thought I should put it in it's own question. I have a character controller and a platform, which is a kinematic rigidbody. The rigidbody just oscillates between 2 points, and moves with:
The problem is, when my controller jumps and the platform is moving towards the controller, the controller partially passes through the platform and I can't seem to prevent this other than cranking up the skin width which makes me hover above the ground. The controller is using a modified version of the standard fpswalker script (to allow things like wall jumping etc) but I do not believe any modifications would have changed the behavior in these circumstances. A video of the problem can be found here: http://bovinelabs.com/crush/crush/ Suggestions?
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Managed to work around well enough that it works near flawlessly. Greatly reduced the Time.fixedDeltaTime and added a larger buffer zone to my crushing objects.
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You can also add more than 1 mesh to collide. Sometimes doubling or tripling up the mesh's can ensure they always collide, even at high speeds. I hope this helps. Shawn That's possibly a clever idea.
Mar 15 '11 at 12:59 AM
tertle
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