#Grab Move System
1 messages · Page 1 of 1 (latest)
How does that work
Can you explain what that is?
Its like when you scale yourself with the makerpen and can grab around you, sort of pulling yourself to a location. That's the best way I can explain it.
So like when climb walls you move but without walls
.
Sort of, I was envisioning it like climbing, but also horizontal. I do want collision.
Hmm.. okay I'm still a bit confused but bluntly, what are you trying to achieve? Like movement with hands only?
Basically yes, climbing on all axis if you will..?
Think of it like dragging yourself across a surface with your hands, that's what I'm looking for.
Okay cool, can grab anywhere? Like can you pick yourself up or only move on the ground you stand
Im not sure how to describe it, you can grab on any surface and move yourself? I'm not entirely sure what you mean, sorry.
Okay so if that's the case then, you could have a climbable invisible collision follow each players hand so when you grab you climb/move
Thank you, good to know!
Not conventional but it'll work!
I will try that (hi. I'm the guy who will do the circuits for the game) but in case it doesn't work (because I don't know how collision would work with this-) any other ideas?
Beta chip to check if the players hand is closed, can use that and add velocity to a certain direction you're pulling from
Tbh I forgot about that chip even though I used it this week-
I'll try the first one and mess with the second if needed.
K
I tried the first idea and found a few issues. First, I can't take away regular movement completely because if I turn it off using a role, it takes away the ability to climb. Second, when you grab the invisible collision, it forces you to stand up which would cause problems while in the tight cave. Third, I don't think you can climb on things without collision so there would be a possibility of moving yourself or other players by putting your hand in their collision.
Attempting the other idea.
Also @barren rune will there be places you can stand in?
Need to know do I can edit it for that-
Yes
It was a janky idea but a good start lol
Good to know
Frfr
Also I need to know how to move someone's body sk they're hand is in a specific position.
I have a system that saves the position of the hand when the system starts
Add velocity
Yes but how do i get the direction. Also I'm using set transform
Get the velocity of the first hand that is closed, and it's inverse direction
Then do what with them?
That's the direction
Ok but what about set transform? Velocity is speed. I'm moving them to a place
I don't think using set transform is a good idea but if u want to use it then you'll have to do it a slightly diff way
Velocity, you can control that speed, gives movement or momentum to a player.
Or object
With set transform, just teleports the target
So just make them go towards a point constantly? Even then I need to know the position to bring them to.
Even if it's minimal positions, I think it'll be a bit more simpler for the other idea.
That's why add velocity would be better imo. But since you're doing set transform.. you need your target position.
Could just use Set position instead of transform
Rotation doesn't matter in this situation right? You just need to move the players position and keep it's rotation?
Did that work?
Heweo?
I kinda just threw a few chips in the room and connected them differently until I got a working system. In the end I was right and the velocity add/set chip was not a good idea as it felt weird and made the movement "jiggly" so I used an update event with a set position. The only issue is that it prevents the player from turning their head so I might have to find a way to use the set transform chip instead.
When I get home I'll try it with both add velocity and set transform
I appreciate you trying! I'll see if I can show you
For screenies maybe you could try using a raycast whenever they're in this climbing mode to get the surface they're looking at and put an interaction volume there. Whenever they grab it, set a variable to that position minus their own position (or maybe their head position would feel more natural, especially if you scale down the surface normal from the raycast a little and add that, making the position you push them towards not aaaactually right up against the wall) and set their velocity to that. This makes it so that every time they grab, they are pushed towards where they grabbed.
For VR players you should do the position of their hand when it closed minus the current position of that hand. Instead of automatically pulling you to it like it would with the screenies system, this would allow VR players to manually pull themselves up, constantly trying to readjust them so that their hand remains in the same place.
Do be prepared for the players' torso collision to give you trouble though, it always sucks dealing with that 😬
Exactly you said it well! Also hai Jeb! I didn't think about screenies...I was focusing on vr movement 😭
Imma try to make something when I get home in an hour
Hello! And yeahhh, it sucks 😅 I'll make something, super happy with an idea i had for how to engage with it with hand motions or where you're looking or mechanics you can do at the same time like climbing and have a spare hand to do other stuff with, only to remember "Oh. This won't be usable on screen mode. I have to make a whole separate way of interacting with it for screen." 😭
Yeah
U there
I have made it
Lmk if that's something u were going for?
I'd appreciate if you respond asap
Here's an updated picture
Did some testing with things
Please get back to me I spent time on this
What do you think Jeb?
I'm curious whatcha think about it
For the smoothest Velocity Add-ing it's a good habit to multiply the delta time into that somewhere, otherwise it's pretty good! Some of the size just straight up can't be helped in Rec Room because the whole dominant hand thing is kinda sucky 😬 I personally use Xor chips with it and stuff like the hand pointing/closed detection to save on a chip or two,but i don't know what it is—something about xor chips is just super incompatible with my brain and i always struggle with how to think about things connected to them 😆
For grab-climbing stuff i don't know if i've ever tried using hand velocity for it, does it physically perform well? In the past i've only tried systems of getting the position i've grabbed and used velocity to push me towards a position where my hand will always be where they were when i grabbed
In rare instances I've used xor
Feels pretty okay, could use some tweaking. Feels like climbing on an invisible wall sort of
I appreciate the feedback! I was thinking about adding Delta time, but I figured the slightest movement from that players hand would be enough to move you as well. Even if it's just very minimal.
There's plenty of room for messing around in it lol
Did any of that help?
First, no idea what time it is where you are but it's 2 am here so I'm not responding after this. Second, I haven't been online much to test things. I have been looking at this post but I don't know yet. Nothing with the system has changed. Still need collision and a way to make sure the player's hand is close enough to a surface. Also I'm pretty sure this will be a VR only game so we don't need to worry about screenies.
Okay well get back to me when you can
When I get on Recroom I’ll make the system ok
Pluh just get a sphere cast and ignore players and if hit something and players hand is closed set player velocity to that closed hands velocity