![]() This will calculate up-to-date LocalToWorlds for your rigidbodies, after they've copied their target's Call World.GetOrCreateSystem().Update() manually after your "MakeRigidbodyFollowTargetSystem" has run.That system should update after TransformSystemGroup, where the LocalToWorld are recalculated.We need to use the target's LocalToWorld instead of its Translation/Rotation, because only LocalToWorld is interpolated.The targeted transforms would be those emty child entities from point 1.Make a component+system to make a certain rigidbody set its Translation+Rotation to a target transform's LocalToWorld.position and LocalToWorld.rotation every frame.Place "empty" transform entities as children of the character entity.But the plan is to eventually run a rootmotion animation that would take us from green to blueĬlick to expand.I think the simplest way to deal with this would be: Right now in the sample, we teleport from green to blue. There is a function for this: "KinematicCharacterBody.SetCollisionDetectionActive()". At this point, the strategy to employ is completely up to you, but I'd suggest disabling character collisions as that "moving up the ledge" transition is happening. However, if you attempt to move directly from the green position to the blue position, you'll be blocked by the collisions in between the two.If grounded at that point, that would be the point where you'd want to stand up to. Basically, you'd want to do a downward "KinematicCharacterUtilities.CastColliderClosestCollisions" at the position of the blue character in this drawing, and then, if all hit fractions are >0f (so if there are no overlapping colliders), call your characterProcessor's "IsGroundedOnHit()" at that hit point. ![]() Do something similar to what "LedgeGrabState.DetectTransitions" does when we press the jump key (more specifically the "LedgeDetection" function called here).Find the direction "moveDir" that you are moving in while climbing. ![]()
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