#Again, when climbing on a slope, speed
1 messages · Page 1 of 1 (latest)
If you want these to occur mutually exclusively, then you can just account for those with conditionals, no?
Oh here's a snippet that I have in my project, which sets the player's velocity to zero if their new velocity is against their old velocity:
Character.Velocity = MovementUtils.setXZ(
Character.Velocity,
(Vector3.Dot(horizontalVelocity, newVelocity)<0) ? Vector3.zero : newVelocity
);
I tried something similar, and while it worked, I want it so that when it reaches zero, the player will go down the slope like it normally would
There are probably some interactions in your game such that you would want more conditional control over the physics
I don't know what "like it normally would" means, here, because I'm not following everything
it's immediately incremented by the code that handles movement based on player input
What if you reversed the order of evaluation?
actually, now that I'm reading this out - is it feasible to only make one update to Velocity per frame? I think, if velocity recieves more than one additive operation within a given frame, I find it very hard to have control over its value
I think scaling and rotating the value is usually fine, but addition and subtraction gets confusing
The values are actually consistent, as delta is actually derives from fixedDeltaTime
I don't think that has bearing on what I'm getting at, though