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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

Image


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

SolarPortal wrote: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.


Thanks for the info, it's usefull.

Still, you can consider adding physics constraints some day ? they can be very usefull for many stuff ;)
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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 :)
Skyline Game Engine - Lead Dev.
Please provide as much info as possible when asking for help.


Specs: OS: Win 10 64bit, CPU: Intel i7 3770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860

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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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