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Tweening the walk of a NPC with charactercollider

This is actually the first time I've tried to make a character that isn't playable walk from point to point - sequentially. There is a mesh-stair step that is killing this character controller though....

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How to selectively ignore CharacterCollider physics response but retain other...

**Example solution** The only solution I've come up with comes as 2 parts: 1. split floor into another layer that the CharacterCollider interacts with and 2. add an extra kinematic Collider around my...

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Child GUI controls to character controller

Hi, I have a character controller that happily walks around the scene controlled by two GUI joystick and some buttons, I was going to make the character controller a prefab so what I did was to drop...

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ControllerColliderHit, two objects, takes wrong one

I'm using this code to detect the collision between my player and "Cloud" gameObject. Funnily enough this code: function OnControllerColliderHit(hit : ControllerColliderHit) { if...

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Tweening the walk of a NPC with charactercollider

This is actually the first time I've tried to make a character that isn't playable walk from point to point - sequentially. There is a mesh-stair step that is killing this character controller though....

View Article


How to selectively ignore CharacterCollider physics response but retain other...

**Example solution** The only solution I've come up with comes as 2 parts: 1. split floor into another layer that the CharacterCollider interacts with and 2. add an extra kinematic Collider around my...

View Article

Child GUI controls to character controller

Hi, I have a character controller that happily walks around the scene controlled by two GUI joystick and some buttons, I was going to make the character controller a prefab so what I did was to drop...

View Article

ControllerColliderHit, two objects, takes wrong one

I'm using this code to detect the collision between my player and "Cloud" gameObject. Funnily enough this code: function OnControllerColliderHit(hit : ControllerColliderHit) { if...

View Article

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