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Skyline Forums • View topic - RigidBody constraints
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RigidBody constraints

RigidBody constraints

Postby SpiderMack » 12 Nov 2017, 22:42

Hi,

I didn't needed a Simple Character Controller as the AI character uses Navmesh.

I tried capsule as dynamic rigid body , unfortunatelly , it falls down




A common would be to add constraints on X,Y or Z axis .
This would keep the capsule or any physics shape always aligned on some axis like Y.
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Re: RigidBody constraints

Postby SolarPortal » 12 Nov 2017, 22:52

Simple character controller is the correct way to do it if you want to be able to shoot your character.

navmesh.addEntity(Obj) -- takes an entity ID and if it has SCC, it moves that, otherwise it moves the actual entity instead
navmesh.addDCC(dccID) -- takes a spawned controller from lua and passes the id in.



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Re: RigidBody constraints

Postby SpiderMack » 12 Nov 2017, 22:56

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Re: RigidBody constraints

Postby SolarPortal » 13 Nov 2017, 10:15

Do you have an example for the physics constraints? Something we can then figure in for the future :)



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Re: RigidBody constraints

Postby SpiderMack » 13 Nov 2017, 13:24

The object won't be able to move on the axis you block

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