Jump to content

Recommended Posts

Posted

The SetInput function interests me, as it seems like it has a lot rolled into it that allows it to take the place of many lines of code, but doesn't block other functions from working in tandem with it. There are a few functions that it overrules (as stated in the documentation), but it provides acceleration, velocity, and rotation for a character while seemingly also overriding the default physics behaviors associated with force applied to a Model or Entity with a given collider applied. On that note, it also seems that it doesn't give you a maximum velocity; for if I use the SetInput function but also apply an extra force in a given direction, I can give that object a boost for a short time before the force dissipates.

Anyone know of the equivalent code for SetInput? It seems to go beyond just AddForce(), SetRotation(), and/or SetVelocity(). Is it maybe a Move() function with some math to determine things like acceleration?

Posted

 

7 hours ago, JMK said:

No, the player controller does not use the same physics as normal rigid bodies.

And this becomes the case just by setting the physics mode to Entity::CharacterPhysics (2) and the collision mode to Collision::Character (3)? It continues even when using a different collider than the default?

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...