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Showing results for tags 'collider'.
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For example in ThirdPersonControls virtual void Start() { smoothcameradistance = followdistance; auto entity = GetEntity(); entity->SetPhysicsMode(PHYSICS_PLAYER); if (entity->GetMass() == 0.0f) entity->SetMass(78); entity->SetCollisionType(COLLISION_PLAYER); //here auto collider = CreateMeshCollider(entity->As<Model>()); if (collider) entity->SetCollider(collider); camera = CreateCamera(entity->GetWorld()); camera->SetPosition(0, eyeheight, 0); camera->SetRotation(0, 0, 0); camera->SetFov(70); currentcameraposition = camera->GetPosition(true); freelookrotation = entity->GetRotation(true); }
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I have made a simple collision based melee combat system, it seems to work fine, you can take it if you want. But I also have a question about it. As you can see on the video below, weapon collider moves with a small latency, can I do anything to make it follow weapon model faster? Or is it the best result I can get? (Sorry for the video quality) Here is the main code: The idea is very simple: when player equips sword the sword prefab is being loaded and attached to the hand bone. The sword prefab has a sword model and an extra object with collider (WeaponTrigger). Also there is a blood point in the prefab to create blood particles in it's coordinates, but that doesn't matter. In WeaponTrigger start function this entity is being separated from the sword model and in UpdatePhysics it's being moved to the sword model position. Obviously, when this trigger collides with something we can hurt it and stop attack animation.