Not sure what to call it really, but it helps characters walk over objects.
You’ll get what I mean in the video - need a better name!
Not sure what to call it really, but it helps characters walk over objects.
You’ll get what I mean in the video - need a better name!
What about portable steps?
Foot Bridge
Field Traversal
Byway Solver
Pedo-Porter?
I like portable steps so far.
Step flaps?
If you’re considering naming it, do it fast because I’m done with the implementation and testing. Whatever the name I choose will become the github repo name.
Voxel Paddles? (—lots of characters here—)
DuckStep ? (—lots of characters here—)
NightWalk? (the silly fliller for 20 character limit, hehehe)
I’d simply name it UrhoStep , so it sounds something like Euro step , that basketball move…
EnvironmentAwareCharacterController (no filler needed, pun intended)
Thank you all for your suggestions, but I decided on this:
edit: changed the default stepUpDuration value in the repo.
edit2: updated repo once again- added surface step normal and max height checks.
I don’t like how this works and just may try something else. There are two limiting factors that I dislike, both related to animation and should do away with relying on animation all together.
Revamped:
If anyone was testing this, I’d appreciate any feedback on the new implementation.
Ok, I’m wrapping this up. repo updated - steppernode is no longer enabled/disabled in the stepperenable() function to save btrigidbody from being destroyed and re-added to the world.
One should consider calling stepperenable from the Character class when jumping/falling to prevent the stepper from catching on to a side of a wall or whatever.
Hi,
have you tried to benchmark how many characters it can run at the same time?
I haven’t specifically benchmarked the height stepper, but I have benchmarked kinematic, trigger bodies that constantly move in the world - see