Hi all. I'm scaling my player to half size on runtime. When that's done, the chara's foot is correctly on the ground, but for 1 frame
The next frame, the chara's foot gets moved to above ground (and the center results in where it was before scaling down).
Scaling it manually in edit mode results in correctly retaining the pivot at Y 0 of the chara
I don't get why scaling on runtime, the chara's center stays where it was before scaled down, and results in the chara falling for 0.5 Y distance for a bit each time
#Scale character with CharacterController makes it fall a bit
1 messages · Page 1 of 1 (latest)
Are you using transform.localScale?
You should really modify the charactercontroller's height and center instead. If you need the graphics/mesh to scale too, put it in a separate child and scale that.
Scaling a physics object isnt usually a great idea, especially non-uniform scaling
I use localScale yes, but it's uniform scaling