Jump to content

Character Physics rotation problem


 Share

Recommended Posts

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.

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

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.

  • Upvote 1

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...