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It is possible to change the size of character controller physic model?


Lostghbear
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Not really at this time. All AI uses the same navmesh, and the agent radius is used in the navmesh calculation.

 

I wouldn't really worry about this, I see this problem in AAA games all the time.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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Not really at this time. All AI uses the same navmesh, and the agent radius is used in the navmesh calculation.

 

I wouldn't really worry about this, I see this problem in AAA games all the time.

But still not being able to change character collider is a big problem. As you can see his scorpion is three times lower than collider so he should be able to crawl through small holes, but he won't with this collider.

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How would you do that? If you scale it bigger until the height fits, most of it on the sides will clip through walls etc. If you scale it smaller so it fits in the length and width, the height of the collider is way too big. And i haven't seen that much clipping in games for a long time.

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That raises the issue of getting thru low areas. I guess the solution would be to disable collision on the overhanging wall. Could be very specific scenarios where that doesn't work but for the most part it should I suppose. I'm doing training with bear and that game he has is something I'm helping him with in our training sessions so that's why I'm interested as I'm sure it'll come up

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That creates problems because if a scorpion can walk under a ledge, another taller character can walk right through it, since they all use the same navmesh.

 

That's why I am saying, just do what professional studios do: avoid situations that call attention to the limitations of your game.

My job is to make tools you love, with the features you want, and performance you can't live without.

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How about a global per level character height setting. This way you can use an average. Or if all characters are of the same height- avoid shch nasty limitations at all.

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