RuneBerg
(RuneBerg)
October 3, 2017, 6:44am
38
MrBigtoe:
Hi runeberg,
awesome plugin! I have a request (something similar was just posted by user owen.global on the marketplace forum just yesterday): Could you take a look into gravity in combination with Pawn collision? I’m using your gravity enabled 360MovementComponent with the ‘uneven flooor’ option (to use with stairs), but I’d also like to use standard pawn collision (by setting RunebergVRPawn’s CapsuleCollider to Collision Preset ‘Pawn’ ideally).
At the moment, when I try that, the gravity FloorChecks don’t seem to play nicely with the CapsuleCollider hitting the ground (lots of jittering and falling through the floor). Or maybe I’m missing something here. Is there a way to enable standard Pawn collision on the RunebergVR_Pawn that I haven’t seen? In all your demos, you use NavMeshBounds to stop the player from running into walls, but I haven’t found one with proper WorldStatic object collision. As it is, my Pawn can walk nicely along the floor and up uneven terrain, but it doesn’t collide with my world scenery.
P.S.: I’ve pulled your github repo and made a small addition: Uneven terrain now checks for a “maximum step height”, so you can walk up steps that are 20 units high for example (configurable ofc), but can’t walk up a box that’s 100 units high. It’s really just two lines of codes. Would you be interested to add this?
Cheers,
Bigtoe
HI… You can perhaps use a custom collision channel to ensure that you are ignoring the floor in your collisions and an then define walls as something that would trigger a stop on the movement component.
For thep ull request, yes please, go ahead, I would love more contributors to this plugin