Bouncing on edges #874
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I believe what i'm encountering is the same issue as I am wondering if this is expected behavior or not. Samples_DQUt7knuX9.mp4My scene is generated from a bunch of modular parts put together, and it seems like the dividers on the sides are causing some strange behaviors on the edges where it bounces the body up. Code example is a replacement of the CharacterBaseTest.cpp. I had to use google drive, because of the large file size due to all of the vertex/triangle data in the cpp file. |
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Yes this is almost certainly the same thing: If you turn on "Drawing Options" / "Draw Mesh Shape Triangle Outlines" you can see that the edges between parts become 'active' (= green) meaning the capsule can collide with them. In response the velocity (= yellow arrow) gets a slight upward angle when crossing one of these edges which makes the movement a bit weird. CharacterVirtual is much better at hiding this than Character, so if this is about characters only you can switch. Alternatively you could collapse the parts into a single mesh so that it can properly detect the active edges. I have done some investigation towards #717 but I have nothing yet that is significantly better than the current implementation. |
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@TIHan Cubes will have the exact same problem. I did some work on this, please look at #717 for more information. |
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Yes this is almost certainly the same thing:
If you turn on "Drawing Options" / "Draw Mesh Shape Triangle Outlines" you can see that the edges between parts become 'active' (= green) meaning the capsule can collide with them. In response the velocity (= yellow arrow) gets a slight upward angle when crossing one of these edges which makes the movement a bit weird.
CharacterVirtual is much better at hiding this than Character, so if this is about characters only you can switch. Alternatively you could collapse the parts into a single mesh so that it can properly detect the active edges.
I have done some investigation towards #717 but I have nothing yet that is significantly better than the…