wadaltmon Posted July 2, 2020 Share Posted July 2, 2020 The SetInput function interests me, as it seems like it has a lot rolled into it that allows it to take the place of many lines of code, but doesn't block other functions from working in tandem with it. There are a few functions that it overrules (as stated in the documentation), but it provides acceleration, velocity, and rotation for a character while seemingly also overriding the default physics behaviors associated with force applied to a Model or Entity with a given collider applied. On that note, it also seems that it doesn't give you a maximum velocity; for if I use the SetInput function but also apply an extra force in a given direction, I can give that object a boost for a short time before the force dissipates. Anyone know of the equivalent code for SetInput? It seems to go beyond just AddForce(), SetRotation(), and/or SetVelocity(). Is it maybe a Move() function with some math to determine things like acceleration? Quote Link to comment Share on other sites More sharing options...
Josh Posted July 2, 2020 Share Posted July 2, 2020 No, the player controller does not use the same physics as normal rigid bodies. 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...
wadaltmon Posted July 2, 2020 Author Share Posted July 2, 2020 7 hours ago, JMK said: No, the player controller does not use the same physics as normal rigid bodies. And this becomes the case just by setting the physics mode to Entity::CharacterPhysics (2) and the collision mode to Collision::Character (3)? It continues even when using a different collider than the default? Quote Link to comment Share on other sites More sharing options...
Josh Posted July 2, 2020 Share Posted July 2, 2020 Yes 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 July 2, 2020 Share Posted July 2, 2020 The collision type doesn’t affect the behavior though, that is just a filter for collision. 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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