#Applying gravity to a spherical Kinematic controller?
48 messages · Page 1 of 1 (latest)
no rigid body??
nuh uh!
I have no knowledge of skater game logic ☠️
no rigid body! (makes stuff weird)
idunno!!! i thought you would since like you have been the guy whos answered most of my questions abt this LOLL
that's fine though! thanks for answering
notice that it hitches at the bottom?
that wasn't me, that was just the thing hitching right there for no reason
so perhaps it's the transition between different surfaces that's the issue?
the velocity isn't transfering
I suggest making a force vector that represents the sum of all forces acting on the skate board
Then compute the velocity vector from this force vector... like if the force vector is forward but the skateboard is moving up a ramp, the net velocity will be angled up
@prime hawk wait do you want to debug your current solution because I just offered something completely different
oh no not that!
this is a issue with like
players will go up a half pipe, and then come down and clip on the corner of it
which is weird, because they should just smoothly land down as the quarter pipe is letting the player go at full 90 degrees
and im like "ok this is unity physics this probably isnt best lets make our own one"
I mean based on the gif you might think it's the transition that's problematic
they go up a half pipe and when coming down bounce off the edge of it
nah not at all
i think with a custom solution transitions would be easier
maybe
increase the max recursive depth to 50
WHUHHH
NO UR FINE ITS FINE
ive decided to just go with unity physics again its easier
yeah sure
i mean sorta, the main issue w physics ive got is this problem
player goes up half pipe, and on the way down they tend to hit the lip
even though theres like no force pushing them that way at all
YES OR NO 😂
NO ITS NOT
its a separate issue to the transfers thing
should i just make a new thread for it
yeah ping me
sure Fing