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0.8.3:charactercontrolling [2021/08/13 10:02] – [Optional linkable components] admin | 0.8.3:charactercontrolling [2022/04/08 10:52] (current) – [Movement] admin | ||
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- | Next step: [[android|Android]] | + | ==== Movement ==== |
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+ | Since the latest version of Gorilla3D (v0.8.3.1995) we support kinematic character movement. | ||
+ | While previous versions worked completely on physics computation, | ||
+ | |||
+ | The true physics collision detection for characters works, but has bad sideeffects. | ||
+ | The most serious problem was stuttering characters which bounced off the terrain. | ||
+ | Also it was impossible to " | ||
+ | Even if this is more realistic, the usability was horrible for classic character movement. | ||
+ | |||
+ | So in the latest component state the " | ||
+ | Here we now cast a ray to detect the current position on objects instead of letting physics do the job. | ||
+ | Nevertheless interaction with static or dynamic objects is still available. | ||
+ | |||
+ | __Remark:__ In case you need the old behaviour, just switch " | ||
+ | |||
+ | Control you raycast-movement by some properties like Slop, RayDirection and RayOffset. | ||
+ | Especially the slopping value allows you to control f.e. the max. height of stairs to be able to walk. | ||
+ | |||
+ | ^Property^Description^ | ||
+ | |Slop|This only affects computation if UseRayCasting is enabled. The slop value is the maximum height a movement ray direction. Adjust this value to your specific scene, especially when walking of stairs or similar static objects. Default value is 0.5.| | ||
+ | |RayDirection|The RayDirection defines in which direction the controller will be adjusted. Default direction is (0, 1, 0), which means downwards.| | ||
+ | |RayOffset|Get or set ray offset from where the raycasting is started. The offset will be computed from current physics character controller position.| | ||
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+ | Next step: [[prefabs|Prefabs]] |