Hello,
I have a character that is a btPairCachingGhostObject. It is controlled by a btKinematicCharacterController using setWalkDirection();
From what I understand ghost objects do not effect rigid bodies. My current ghost object collides with them but doesn't push them or anything.
I'm wondering how this can be achieved?
I thought that maybe I have a dynamic object (rigid body) that the ghost object has it's world transform set to every frame but then I can't control the dynamic object with the btKinematicCharacterController.
Should I be using something other than btKinematicCharacterController? Or is there something else I should do?
Thanks
Having a Kinematic btGhostObject collide with btRigidBody
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- Joined: Mon Sep 02, 2013 4:15 am