@RamP93
I should be thanking you, this system is incredible, the only reason I don’t already have it is because I’m still dry from the previous sale LOL, but I’m really excited to add this to my project soon. The system has grown in a very short time
Thanks for the answers to my questions, this explains a lot about the system and gives me confidence that I will be able tailor it to suit my needs.
I’m surprised that the 4.13 version is non-physics approach, the movement is so fluid that most would never know, that alone speaks to how well designed it is that it feels physically right even though it’s not a physics solution. That’s really impressive
Right now I’m working on a cover snap system, and I’m using a method I think the hover bike could use to stabilize itself for uneven terrain:
Perhaps you already have something like this in mind, but if not then I hope you feel free to use this method for your hover bike system, I hope it helps
In my cover system, the character must orient to the wall normal using a trace, however, in order for uneven walls to not break the system I have to get the average normal of the uneven wall, or multiple walls. The average can update on tick or on movement, either way, the idea is that the character can slide along and or re-orient while transitioning to a new wall surface.
This means spreading out multiple traces (spreading out the “start” points of each trace has a HUGE impact on this method and can be used to tailor stability as you need),
I only need two traces for “left” and “right” but perhaps your hover bike could trace “forward, back, left, right” of the ground and average the impact normals that it gets.
I’m sure that the bike already uses something close to this, but perhaps this specific approach can be of some use.