Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - simpson.p

Pages: [1]
General Discussion / Replacements For Unity's Character Controller
« on: May 15, 2019, 10:46:31 AM »

I find myself at a roadblock, I am an Artist (unfortunately lacking C# experience). I have managed to do almost everything with playmaker and Unity with no other extensions.  However, it comes do to the simple fact that the Standard Unity Character Controller is so limited in use cases.

Has anyone found any alternatives for the CC (Something that can be integrated with playmaker, that functions similarly to the CC but with Custom Collider shapes)

I looked on the asset store, at something called "Third Person Controller" by Opsive.   I read the documentation and wasn't quite sure how limiting it was, I already have all of my input, camera, animation systems set up and am just looking for a different Player Collision detection system on par with the CC but with additional features for more advanced interactions with the environment.

For Humanoids I have managed to make the CC work for what I needed, but when it comes to quadrupeds there is not good solution I can figure out.  Either the CC's radius needs to be way to large, or the CC's position is moved to far forwards to stop intersection but it leaves the back of the model without collision detection.

Any suggestions on where to go from here would be great.


PlayMaker Help / speed of rotation: help
« on: May 06, 2019, 03:55:38 PM »

I have been struggling with this one.  I want to find out how fast a gameobject is rotating.

I have 2 states both with a next frame action.  Within the states I get the relative rotation speed by subtracting the current rotation from the previous frame's rotation using vector 3.

This does give me the current rotation value however, If I turn to fast the number maxes out and switches between 360 and -360 instantaneously which sort of defeats the purpose.  I do need a positive and negative value for the rotation as well.

Is this due to gimbal lock?  Or Is there an action somewhere that does this without that issue? Or does anyone know how to solve this?

I also experimented with Quats (multiply the previuos frames rotation by the inverse of the next frames rotation) but it stills seems to flip at max value.

Any help would be appreciated,


PlayMaker Help / Re: Movement vector based upon slope angle?
« on: January 30, 2019, 08:30:22 AM »
I have not tried the kinametic approach.  It is not the physics materials on the contrller, it is because the character moves forwards along its z.  Resulting in moving off the slope and than falling back down, this repeats until the slope ends.  At a slower speed it does not do this, only when it is moving fast.

PlayMaker Help / Movement vector based upon slope angle?
« on: January 25, 2019, 01:13:05 PM »

I have been struggling with making a character controller for prototyping levels, as the standard character controller bounces down slopes.  My idea was to change the movement vector of the character based upon the cross product of the characters vector and normal vector of the ground it is currently standing on. 

How do I get the cross product in the above scenario, in order to change the vector3.forwards of the character controller, and is there a movement action that supports changing the movement vector? (I do understand that there is a cross function with the vector3 operator action, but I don't understand how to get the correct values out of it)

Is it even possible in playmaker to fix this issue of the bouncing down slopes with the standard character controller?


Pages: [1]