YouGroove Posted February 18, 2014 Share Posted February 18, 2014 Well using Character controller is very restrictive, my aliens in game have a low height, the physic cylinder of char controller is too high. And it don't cover all alien surface it should. How to do ? caus i will have different aliens sizes ? How to change their collision radius with level and their height collision ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted February 18, 2014 Share Posted February 18, 2014 You can't as the navmesh is built with the size of the controller in mind. In order for the navmesh to know how you can navigate around it needs to know the size of the controller. I think a nice feature could be to define a max controller size (width/height) and have the navmesh build based on that instead of a hardcoded value like it does today. This would give more flexibility. 2 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 18, 2014 Author Share Posted February 18, 2014 Yes. Another option : if Lua could like C++ get navigation only like : GetNexpointsNav(distanceToTravel) This would be great to be able to just retrieve points to move to and just use : PhysicsSetPosition or other and our own Physic Model with the size we want. I Mean a more general LE3 NavMesh system. Cylinder with physic size fixed is bad once you need other size characters. In the alien example i have the cylinder is too hight and not wide enought to cover more of it. Perhaps some temporary solution : Attach as child Physic collidable primitives with parent the fixed Cylinder of char controller. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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