Search found 3 matches

by rfunes
Mon Jun 29, 2020 2:26 am
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Dynamic Character Controller doubt
Replies: 4
Views: 175

Re: Dynamic Character Controller doubt

Thanks, makes complete sense. Your solution works perfectly and I am using it to handle all rotations, even when on a flat ground surface, since there is no need to use the other one (setAngularVelocity) in my case. In the end what I have now is that for forward/backward/jump movement, I am applying...
by rfunes
Sat Jun 27, 2020 11:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Dynamic Character Controller doubt
Replies: 4
Views: 175

Re: Dynamic Character Controller doubt

So if I understood how your solution works, it gets the object's transform (the current position), then apply the desired rotation, then move the object back to the original transform, therefore nullifying any unwanted translations that would have been caused by the physics simulation? Quick doubt, ...
by rfunes
Sat Jun 27, 2020 8:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Dynamic Character Controller doubt
Replies: 4
Views: 175

[SOLVED] Dynamic Character Controller doubt

Hello, I am trying to use a dynamic (non-kinematic) character controller for my game, using the capsule shape as the collision shape. It is working great, except for one case that I am not able to find a good solution so far. When standing a tiny bit over an edge, the contact point between the groun...