Lostghbear Posted October 21, 2015 Share Posted October 21, 2015 Character controller physic model is to small for me. In my game scorpion sops his moving if he collide with some object, but his claws ho throw the walls because of physic model. Can i change the size of physic model? or there is another way to fix that? Quote Link to comment Share on other sites More sharing options...
Josh Posted October 21, 2015 Share Posted October 21, 2015 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. 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...
Genebris Posted October 21, 2015 Share Posted October 21, 2015 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. 2 Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted October 21, 2015 Share Posted October 21, 2015 Could you resize your model so that the physic model is the right size. Of course you would need to resize everything else on your map as well but if the physics model is such a problem this could be one way to get around it. 1 Quote Link to comment Share on other sites More sharing options...
beo6 Posted October 23, 2015 Share Posted October 23, 2015 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. Quote Link to comment Share on other sites More sharing options...
Josh Posted October 23, 2015 Share Posted October 23, 2015 Your scorpion doesn't need to match the height of the character controller. It's fine for it to be a lot shorter. 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...
Rick Posted October 23, 2015 Share Posted October 23, 2015 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 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted October 23, 2015 Share Posted October 23, 2015 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. 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...
Rick Posted October 23, 2015 Share Posted October 23, 2015 I guess one could use different collision types to handle that though between different characters. Quote Link to comment Share on other sites More sharing options...
Einlander Posted October 24, 2015 Share Posted October 24, 2015 Place an a wall with invisible material on the other side of the door large enough to push the scorpion back. and have the invisible wall move with the door or turn off it's physics so things can walk through it. Quote Link to comment Share on other sites More sharing options...
Olby Posted October 24, 2015 Share Posted October 24, 2015 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. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
Wedmer Posted November 2, 2015 Share Posted November 2, 2015 Can I modifye character controller from C++ code with functions SetHeight, SetCrouchHeight and SetRadius? Quote Link to comment Share on other sites More sharing options...
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