by user 326444095130042368
Next update will have a better spherecasting
our base problem really is we want an FPS character controller that can go up slopes, as the current characterController based implementation is unable to.
by user 326444095130042368
the right wall has layer set to IgnoreRaycast thats why it walks through
have you tried this sample? Needle Engine Samples
yep, if you try to make that character go up a slope
by user 326444095130042368
that does exactly that without any custom raycasting etc
after a certain amount of degrees
by user 326444095130042368
the character will fall down
by user 326444095130042368
Fall down?
gravity gets applied and it is unable to keep goin up the slope
by user 326444095130042368
You might just need to up the friction value (by adding a PhysicsMaterial)
and then the maxSlope parameter from unity is not really doing anything
by user 326444095130042368
ohhh, I did not try with friction
by user 326444095130042368
will check
by user 326444095130042368
Hi Orlando, if you want you can also try the latest release with physics.sphereOverlapPhysics
Hereβs the code i used for testing in your scene
CheckWithSphere() {
const spherePos = new Vector3().copy(this.worldPosition).add(this.speed)
const size = .3;
const hits = this.context.physics.sphereOverlapPhysics(spherePos, size);
Gizmos.DrawWireSphere(spherePos, size, hits?.length > 0 ? 0x444444 : green);
if (hits.length > 0) {
console.log("hit", hits)
this.speed.set(0, 0, 0);
}
}
thank you, will try it out!
by user 326444095130042368
Hellow! @marcel I am coming back to Improving our controller and wanted to give your PhysicsMaterial Idea a try.
But the CharacterController does not have a PhysicsMaterial value, only regular colliders seem to do so.
was that your recomendation or am I missing something?
by user 326444095130042368