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Lostghbear

It is possible to change the size of character controller physic model?

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Character controller physic model is to small for me.

In my game scorpion sops his moving if he collide with some object, but his claws ho throw the walls

because of physic model. Can i change the size of physic model? or there is another way to fix that?

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Not really at this time. All AI uses the same navmesh, and the agent radius is used in the navmesh calculation.

 

I wouldn't really worry about this, I see this problem in AAA games all the time.

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Not really at this time. All AI uses the same navmesh, and the agent radius is used in the navmesh calculation.

 

I wouldn't really worry about this, I see this problem in AAA games all the time.

But still not being able to change character collider is a big problem. As you can see his scorpion is three times lower than collider so he should be able to crawl through small holes, but he won't with this collider.

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Could you resize your model so that the physic model is the right size. Of course you would need to resize everything else on your map as well but if the physics model is such a problem this could be one way to get around it.

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How would you do that? If you scale it bigger until the height fits, most of it on the sides will clip through walls etc. If you scale it smaller so it fits in the length and width, the height of the collider is way too big. And i haven't seen that much clipping in games for a long time.

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Your scorpion doesn't need to match the height of the character controller. It's fine for it to be a lot shorter.

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That raises the issue of getting thru low areas. I guess the solution would be to disable collision on the overhanging wall. Could be very specific scenarios where that doesn't work but for the most part it should I suppose. I'm doing training with bear and that game he has is something I'm helping him with in our training sessions so that's why I'm interested as I'm sure it'll come up

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That creates problems because if a scorpion can walk under a ledge, another taller character can walk right through it, since they all use the same navmesh.

 

That's why I am saying, just do what professional studios do: avoid situations that call attention to the limitations of your game.

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I guess one could use different collision types to handle that though between different characters.

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Place an a wall with invisible material on the other side of the door large enough to push the scorpion back. and have the invisible wall move with the door or turn off it's physics so things can walk through it.

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How about a global per level character height setting. This way you can use an average. Or if all characters are of the same height- avoid shch nasty limitations at all.

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Can I modifye character controller from C++ code with functions SetHeight, SetCrouchHeight and SetRadius?

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