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Copy file name to clipboardExpand all lines: wle_pplaygrounds/wle_pplayground/wle_pplayground_pipo/src/pp/gameplay/experimental/character_controller/collision/character_collider_setup.js
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@@ -211,10 +211,7 @@ export class CharacterColliderWallSlideParams {
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exportclassCharacterColliderSurfaceParams{
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constructor(){
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this.mySurfaceSnapEnabled=false;
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this.mySurfaceSnapMaxDistance=0;
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this.mySurfacePopOutEnabled=false;
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this.mySurfacePopOutMaxDistance=0;
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this.mySurfaceAngleToIgnore=0;
@@ -507,10 +504,7 @@ CharacterColliderWallSlideParams.prototype.copy = function copy(other) {
Copy file name to clipboardExpand all lines: wle_pplaygrounds/wle_pplayground/wle_pplayground_pipo/src/pp/gameplay/experimental/character_controller/collision/character_collider_setup_utils.ts
+2-7Lines changed: 2 additions & 7 deletions
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@@ -86,11 +86,8 @@ export function createSimplified(simplifiedCreationParams: Readonly<CharacterCol
Copy file name to clipboardExpand all lines: wle_pplaygrounds/wle_pplayground/wle_pplayground_pipo/src/pp/gameplay/experimental/character_controller/collision/collision_check_bridge.js
+4-4Lines changed: 4 additions & 4 deletions
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@@ -425,14 +425,14 @@ export let convertCharacterColliderSetupToCollisionCheckParams = function () {
Copy file name to clipboardExpand all lines: wle_pplaygrounds/wle_pplayground/wle_pplayground_pipo/src/pp/gameplay/experimental/locomotion/legacy/locomotion/components/player_locomotion_component.ts
* - Be sure that your colliders has faces on both sides of the mesh, this helps the collision check which otherise might be able to move through walls
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* - Be sure that your colliders have faces on both sides of the mesh, this helps the collision check which otherise might be able to move through walls
Copy file name to clipboardExpand all lines: wle_pplaygrounds/wle_pplayground/wle_pplayground_pipo/src/pp/gameplay/experimental/locomotion/legacy/locomotion/player_locomotion.ts
@@ -256,9 +257,10 @@ export class PlayerLocomotionParams {
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// #TODO Add lerped snap on vertical over like half a second to avoid the "snap effect"
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// This could be done by detatching the actual vertical position of the player from the collision real one when a snap is detected above a certain threshold
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// with a timer, after which the vertical position is just copied, while during the detatching is lerped toward the collision vertical one
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/**
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* Tips
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* - Be sure that your colliders has faces on both sides of the mesh, this helps the collision check which otherise might be able to move through walls
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* - Be sure that your colliders have faces on both sides of the mesh, this helps the collision check which otherise might be able to move through walls
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*/
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exportclassPlayerLocomotion{
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@@ -333,6 +335,36 @@ export class PlayerLocomotion {
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