ZioRed Posted June 8, 2013 Share Posted June 8, 2013 I have a prefab for my player like this: http://imageshack.us/f/46/leplayerprefab.png/ "Player" in the hierarchy is a pivot, while the SKIN_MESH is the barbarian .mdl, with mass 0, since the real physics properties are set on the pivot. The prefab is loaded of course through Prefab::Load and I'm trying to use PhysicsSetPosition and PhysicsSetRotation to move it around by key presses: float move = 0; float turnspeed = 2 * Time::GetSpeed(); if (App::instance->window->KeyDown(Key::Up)) move = 2; else if (App::instance->window->KeyDown(Key::Down)) move = -2; if (App::instance->window->KeyDown(Key::Right)) movement.y += turnspeed; else if (App::instance->window->KeyDown(Key::Left)) movement.y += turnspeed; Vec3 pos = model->GetPosition(); model->PhysicsSetPosition(pos.x, pos.y, pos.z + move * Time::GetSpeed(), 0.5); model->PhysicsSetRotation(movement.x, movement.y, movement.z, 0.5); ..but it does not move or rotate. I tried to use similar code with an entity created through code (like in the reference page) and it works there, so what is the problem? Cannot I use this code with a pivot having physics? Thanks Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
YouGroove Posted June 8, 2013 Share Posted June 8, 2013 Is the mass correct for the object ? sometimes this is the problem also. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
ZioRed Posted June 8, 2013 Author Share Posted June 8, 2013 Yes I printed to console the values of move and mass and they're correct but PhysycSetPositions does not change the position there Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
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