tjheldna Posted August 20, 2013 Share Posted August 20, 2013 Hi Josh, I've just done a quick project to show the first of my character controller issues. The character controller goes through walls floors at higher velocities. In this demo the higher the character falls, the more he passes through the floor. Cheers Link to comment Share on other sites More sharing options...
Admin Posted August 28, 2013 Share Posted August 28, 2013 I might have lessened the default gravity in my build because I don't see any issue here. His left foot goes into the ground a bit, but it looks like this is a result of the model orientation, not the collision. If the velocity is so great he travels greater than his step height, the character will fall through the ground. This is what I see: Link to comment Share on other sites More sharing options...
tjheldna Posted August 28, 2013 Author Share Posted August 28, 2013 Hi Admin, I get a similar result on my desktop, however if you press 1 to show collision, the cylinder does go into the ground a bit. This screen is taken on my Mac pro, the results are worse. Your right I should have made sure the model was more correctly orientated first. Link to comment Share on other sites More sharing options...
Admin Posted August 28, 2013 Share Posted August 28, 2013 I think there's two things going on: Your default gravity value in your build is probably higher than mine. At some point, there will be intersection like this. On closer inspection, the character does sink in and then pulls back up as soon as he moves. So there is something wrong there I need to fix. Link to comment Share on other sites More sharing options...
Admin Posted August 28, 2013 Share Posted August 28, 2013 Okay, there were two problems I fixed. The player can now fall at very high speeds and lands perfectly, and his falling motion is also smooth now instead of being jittery. Will include this in the next update. 1 Link to comment Share on other sites More sharing options...
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