Jump to content

Recommended Posts

Posted

You run into problems like characters on two different navmeshes not avoiding each other. So at this time I am not going to try to make it more complicated than that. I think you will find characters of very different sizes can use the same size physics. I see this all the time in AAA games.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

It is not presently. It could be done for non-AI characters, but AI characters with different heights would require different navmeshes for each height.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I remember when i played with the Skyrim Editor that the actual collisionbox of characters where always the same size no matter how tall i had set the character-model.

Posted

Anyway, you can keep that uniform cylnder for navmesh only , and check character collision agains other bigger using a simple vertical cylinders collision math.

And against roof or passing a tunnel or arch , you can just make a raycast from character head to highter position.

Stop toying and make games

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...