I'm trying to implement the experimental character controller in my engine, but the capsule falls over just like any regular capsule shape would. Additionally, the character's capsule responds to collision, so it gets knocked around very easily. I can't seem to find the code in the sample code that prevents this undesired behavior. I basically want my capsule acting similar to the one in the sample code.
On: 1257097060|%e %b %Y, %H:%M %Z|agohover
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So I found that be setting the desired velocity every frame, the capsule will remain standing. However, it still gets knocked around very easily, and it seems like this experimental code doesn't handle the capsule not being upright, because as soon as the capsule is not upright it begins to act very erratically, like flying around the world at high speeds.
are you doing the same inertia settings as in the example? I believe setting the inertia to zero is what stops rotation.
Yes, that did nothing for me. However, I'll double check, maybe my engine is also setting inertia sometime after that.
Thanks.
Ok, the inertia code was being overwritten, I placed it in the wrong place, so that is preventing the capsule from falling over. However, I still have a strange issue where when the capsule is bumped by any other physics, it starts floating above the ground and goes straight up into the sky, seemingly ignoring gravity entirely. Any ideas?
what is the ground? mainly what primitive.





