YouGroove Posted February 9, 2015 Share Posted February 9, 2015 Hi, I imported a standard mesh, with rotation,location applied to the object in Blender before export. The problem is that character physics is ok on the editor , but the model is rotate when testing the game. The FBX model is uploaded to test. dogPRoto.zip Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted February 9, 2015 Share Posted February 9, 2015 This is going to be interesting to find a solution for. The problem is the object is exported with a pitch of 90 degrees. When it rotates the model to match the rotation of the character controller, it's rotated to 0,0,0, which is 90 degrees off from what you expect it to be. We already have a workaround for when yaw doesn't match, which is what the character angle value is for. Let me think about this. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 9, 2015 Share Posted February 9, 2015 A quick workaround is to create a pivot, make that the character controller, and make your model the child of this object. Save the whole thing as a prefab and just place that in your maps. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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