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Author Topic: Need a "wider" raycast check, or alternative  (Read 1280 times)

Artoo

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Need a "wider" raycast check, or alternative
« on: December 04, 2021, 10:31:34 AM »
I got this 1st person character in my game, that can crawl underneath cars to work on them from the underside.

The problem is my "headroom" check when getting up,
I´ve used a RayCast that shoots upwards from the middle of the "head" part,
it works fine otherwise but it checks only the middle point of my player character´s position, and its collider causes collisions when getting up that cause glitches.

I change the Y size in Transform of my character collider(a capsule), this causes the car to fly off if hitting it while "getting up".

Is there some better way to check if there is enough space above the player, or a better way to alter the character´s collider size?

djaydino

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Re: Need a "wider" raycast check, or alternative
« Reply #1 on: December 04, 2021, 05:57:43 PM »
Hi.
(Box)cast or overlap actions (Ecosytem) can help

Artoo

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Re: Need a "wider" raycast check, or alternative
« Reply #2 on: December 19, 2021, 03:10:29 PM »
Hi.
(Box)cast or overlap actions (Ecosytem) can help

Thanks, i´ll check them out :>