#help me code water please and thank you!!
1 messages · Page 1 of 1 (latest)
I dont even think this is possible unless you use recroom studio
Are you POSITIVELY sure it was done standalone and didnt require anything advanced like studio?
Because sometimes people can make it look standalone but then have custom circuits done within studio
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---Timestamps---
Intro - 00:00
Gadgets - 00:17
Wiring - 03:04
Swimming in Triggerzone - 05:52
Swimming in Whole map - 09:56
How to Swim - 10:42
Outro - 11:13
Thanks for watching!! :)
#recroom #tutorial
Ohhh that water physics
Yeah thats possible
I thought you meant literal water physics like gravity and stuff
well an elephant in the room is gathering the delta seconds for smooth interpolation. SetPosition works on the player but I havent tried to add physics impulses to the player. I imagine it would work correctly. My first rudimentary test would be to use a trigger volume to apply more Y force to the players up vector than gravity does and turn it off when the player exits.
if you are swimming towards the player camera forward vector you may have to account for gravity forces depending on how high up the player is aiming?
my understanding is that you can use [30hz Tick] -> [0s Delay] in a circuit board to get a [60hz Tick], which will always yield smoother movement updates
just connect both Run and After Delay to the same exec out.
I took a picture of this so I can work on it later
I already created the water effect that makes the camera have a deep fog
For water
i usually divide the delta time, it seems more smoother idk why.
seems like it updates twice in a frame
but not twice in every other frame