Yes the colliders have it. You can add it on the stair colliders too maybe (or the capsule should work), i think you can configure to physics material to use the max value always
I will do some testing and get back, I did try adding that capsule collider with a 100 friction material but the character is unafected. Will try adding it on the stairs instead.
by user 326444095130042368
hello there, I am yet to try adding that physics material but in the meantime I have encounter another issue (I think)
So I am creating some raycastOptions to use the layer #3 and despite this it will still collide and detect only against layer 0 (the default one on Unity)
by user 326444095130042368
should the layer options be setup on a different manner?
by user 326444095130042368
Hi @Orlando Almario I will check it, it should work similarly.
Ok the layerMask
option is a bit raw. It is expecting the value of the layermask OR a full threejs Layers
Here is one way you can do it:
export class RaycastTest extends Behaviour {
private _layers: Layers = new Layers();
update(): void {
if (this.context.input.getPointerDown(0)) {
const rc = new RaycastOptions();
rc.layerMask = this._layers;
rc.layerMask.set(4);
const hits = this.context.physics.raycast(rc);
if (hits.length) {
console.log(hits[0].object.name)
}
else console.log("no hits")
}
}
}
ohh that is interesting, yeah I will try to do it this way. Maybe this could be a documentation update I could make a PR for that if possible
by user 326444095130042368
Iāve updated a simplified api for that for the next version
rc.setLayer(4)
to use it like you wanted to with the layer index