Now, this paradigm changes when it comes to characters and there are 2 different routes:
1) Using the action "Simple Character Controller"(SCC). If you use this action, then the character capsule is setup via the action and you need to use the character.library() functions to move the capsule around, which in turn moves the rendered entity.
2) If you have no actions applied apart from a micro script and you dynamically spawn the character capsule through the DCC system. Then you need to use the lua controller.library() commands instead of the character ones.
Confusing i know and we have plans of improving these.
For both of these character/controller systems, since a physics character capsule does not rotate, the forward movement applied to the character.library() functions is that of the entities forward axis. So for example, if you call move on the character controller using character.move(obj, 1), then the character will move in the entities forward direction. If you were to rotate the entity using the entity.yaw() command, the move of the character controller would start the turn the character around.
This is the same for both the character and controller lua libraries.
So to recap:
* No physics at all: entity.library() commands.
* Rigidbody applied to entity: physics.library() commands
* SCC action applied(no rigidbody): character.library() commands.
* DCC action applied(fully scripted): controller.library() commands.
Hope this helps 
Statistics: Posted by SolarPortal — 29 Sep 2017, 10:22
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