Climbing stairs with a Character Controller?
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Climbing stairs with a Character Controller?
I thought the character controller would climb stairs that are below it's stepheight but when ever I try to walk up stairs my character won't do it unless I am moving very fast. Is this normal behavior and what can I do to fix it?
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- Posts: 31
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Re: Climbing stairs with a Character Controller?
still having this problem...
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- Posts: 31
- Joined: Sat Jul 23, 2011 4:24 pm
Re: Climbing stairs with a Character Controller?
seriously need an answer...
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Re: Climbing stairs with a Character Controller?
I will venture what probably is a dumb thought. Hopefully someone who knows something will answer.
Have you tried changing back to a "normal" stepSimulation statement for a test. After that discussion we had and one other relatively good thread yesterday on stepSim. I finally found one that would work and keep the physics realistic. I mention this because, for my vehicle controller and the character controller, I could not climb the hills in my level without a building a lot of momentum in the manner I was doing the stepSim (that noobish hack I had with three stepsim calls which eventually had other issues when I added my character controller to the vehicle level). Perhaps your issue with the stair climbing might be similar. I went to this to get realistic physics with default gravity and could still climb hills (yet not have too much jitter in my vehicle movements).
World->stepSimulation(TDeltaTime/1000.0f,60,1.0f/360.0f);
I think you were using a low substep number which is where I was having the hill climbing issues.
Have you tried changing back to a "normal" stepSimulation statement for a test. After that discussion we had and one other relatively good thread yesterday on stepSim. I finally found one that would work and keep the physics realistic. I mention this because, for my vehicle controller and the character controller, I could not climb the hills in my level without a building a lot of momentum in the manner I was doing the stepSim (that noobish hack I had with three stepsim calls which eventually had other issues when I added my character controller to the vehicle level). Perhaps your issue with the stair climbing might be similar. I went to this to get realistic physics with default gravity and could still climb hills (yet not have too much jitter in my vehicle movements).
World->stepSimulation(TDeltaTime/1000.0f,60,1.0f/360.0f);
I think you were using a low substep number which is where I was having the hill climbing issues.
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- Posts: 31
- Joined: Sat Jul 23, 2011 4:24 pm
Re: Climbing stairs with a Character Controller?
Still can't climb stairs and it only seems to decrease performance.eagletree wrote:I will venture what probably is a dumb thought. Hopefully someone who knows something will answer.
Have you tried changing back to a "normal" stepSimulation statement for a test. After that discussion we had and one other relatively good thread yesterday on stepSim. I finally found one that would work and keep the physics realistic. I mention this because, for my vehicle controller and the character controller, I could not climb the hills in my level without a building a lot of momentum in the manner I was doing the stepSim (that noobish hack I had with three stepsim calls which eventually had other issues when I added my character controller to the vehicle level). Perhaps your issue with the stair climbing might be similar. I went to this to get realistic physics with default gravity and could still climb hills (yet not have too much jitter in my vehicle movements).
World->stepSimulation(TDeltaTime/1000.0f,60,1.0f/360.0f);
I think you were using a low substep number which is where I was having the hill climbing issues.
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- Posts: 31
- Joined: Sat Jul 23, 2011 4:24 pm