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Trying to debug why the character virtual sometimes doesn't report a ground contact normal. It appears in my case that when the character moves on a slope uphill, the contact normal is received, but when it is going downhill, then there is no contact reported. Initial debugging shows that when character moves downhill, |
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Typically if you go downhill gravity is not strong enough for the character to stay connected to the ground and you'll float a little bit above the terrain before falling back onto it in subsequent frames. This is because a character has 0 vertical velocity if it is on the floor and usually a game character can accellerate very quickly, quicker than gravity accelerates in the vertical direction. Are you using |
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Thank you! Another question on the same topic. It looks like I can set the step height via the update settings and also via character virtual: Line 2750 in e2b9468 Line 2913 in e2b9468 I guess the one on the character is more flexible, as it looks in 3 directions and can do filtering. I think I am safe to assume that I can use it instead of update settings in all cases. Is that correct? Edit: |
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I've pushed a fix for CharacterVirtual StickToFloor so that it will trigger OnContactAdded callbacks. OnContactSolve will not be called, since that is only used when trying to find a sliding direction, which is not something that triggers during StickToFloor. It's also integrated in JoltPhysics.js now.