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Author Topic: Movement vector based upon slope angle?  (Read 536 times)

simpson.p

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

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?

Thanks,
Bye

jeanfabre

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Re: Movement vector based upon slope angle?
« Reply #1 on: January 28, 2019, 02:12:38 AM »
Hi,

 it's unlikely that you will solve this, unless, it's simply a problem of physics materials.

 can you tell us what you have as physics materials for your slop and character, topy around with their values, it's probably that.

Bye,

 Jean

jethdaflip

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Re: Movement vector based upon slope angle?
« Reply #2 on: January 30, 2019, 12:06:00 AM »
I think I had the same problem once. try putting a rigidbody with Kinematic on for your character controller.

simpson.p

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Re: Movement vector based upon slope angle?
« Reply #3 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.