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Author Topic: Rigidbody Translate Position (for characters, mostly)  (Read 4872 times)

Lane

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Rigidbody Translate Position (for characters, mostly)
« on: September 17, 2014, 03:42:58 PM »
This uses the Rigidbody.MovePosition function.

There are two actions:
  • The "auto" version has more exposed features but it does all of the smoothing and calcs internally.
  • The standard version just targets the rigidbody and gives it your vector plain and simple.

Auto is intended to basically be a character controller. Put it on a rigidbody character and see how it goes.

Haven't thoroughly tested so if you find problems please post here.
« Last Edit: September 18, 2014, 09:15:11 AM by Lane »
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

jeanfabre

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Re: Rigidbody Move Position
« Reply #1 on: September 18, 2014, 07:54:08 AM »
Hi,

 nice! I have a RigidBodyMovePosition on the ecosystem as well, so be careful with naming clash the public variables are slightly different.

Also, your version could be renamed "RigidBodyTranslatePosition" since it does just that actually, and then I can put that on the ecosystem as a cool addition :)

 Bye,

 Jean

Lane

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Re: Rigidbody Move Position
« Reply #2 on: September 18, 2014, 08:56:16 AM »
'doh! I gotta start looking at eco for existing actions more often!

I'll rename and commit to git.
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

jeanfabre

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Re: Rigidbody Move Position
« Reply #3 on: September 18, 2014, 09:07:02 AM »
no worries :) so much to keep up with ...