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How to define the character/player collision box/cuboid? #56
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Also, my character origin point as it its feet. When I first imported it, he was floating. |
To be honest, this problem goes away when removing debug from Ecctrl. It's designed to apply a bunch of values or something but this debug doesn't help then does it. Surely debug should not change anything so it should use defaults right? Indeed, when I disable autoBalance={false} and apply debug, it applies autoBalance: true due to debug prop. |
Next problem, after disabling spinAndFlyToOrbit with autoBalance={false}, the character is floating in the air. |
I got it working by changing args and y position. :) |
Sorry now there is no friction and the player...this is so confusing to just define a custom character. |
Fixed with floatingDis=1.5 |
Now sometimes I load in, character is bouncing off the floor. What settings is this? Bounciness? |
I tried changing settings, and maybe it stops the bounciness, but now the floor has no friction. Please help. |
OK well the best way i could get it when your character origin point is at its feet, was with this but the bounciness is a problem here, not friction. debug doesn't help. <Ecctrl dampingC={0.5} floatingDis={1.5} ref={ecctrlRef} autoBalance={false} animated position={pos} jumpVel={0}>
{/* <EcctrlAnimation characterURL={characterURL} animationSet={animationSet}> */}
<CuboidCollider args={[0.5, 1.9, 0.2]} mass={0} position-y={-0.35} />
{/* <Box args={[0.5,1.9,0.2]} position-y={-0.35} /> */}
<BaseCharacter character={character} scale={0.8} position-y={-1.9} />
{/* </EcctrlAnimation> */}
</Ecctrl>``` |
Ahh bounciness is gone when reducing dampingC fro 0.5 to 0.1 (trial and error) |
I have a custom character model (who will have animations at a later date)
I visualise the cuboid with a Box.
I add the CuboidCollider inside Ecctrl.
The player finds the floor very bouncy and flies into the sky.
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