Is there a way to detect if a rigidbody is falling? Checking to see how long a node is not on the ground does not work that well.
Detect if rigidbody is falling
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What do you mean by falling, and what have you tried that doesn’t work well/what is the issue with that?
I think there are several possible approaches, that may need to be combined:
SphereCast/RayCast to see if you’re on the ground.
Check that velocity.y_ is negative (or negative and greater than some magnitude). Check that there is/is not a contact (collision) with the ground.
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Just checking to see. In Irrlicht there was a method called isFalling(). It basically had the logic to check if a node was falling.
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Pretty sure there isn’t one, but I think since of the samples have an IsOnGround (or something like that function) you could take if you wanted to. The meaning of whether or not a node is falling is pretty game-dependent, so it’s probably better to put inside a character controller class anyways.
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Yeah the character demo has an in air timer if the character is no longer making contact with the ground. Only problem is lets say the character jumps in a gravity lift that propels them somewhere. Since they dont make contact with the ground for a predetermined amount of time. Boom dead.
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You should handle gravity lifts separately. While in gravity lift , don’t update the ground contact part of the code.
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Only issue with that is a gravity lift as far as halo is concerned just propels you on somewhat of an arc through the air your not really standing on anything.
I just wondering what would be a good addition to the in-air timer.
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I would suggest in whatever is altering the gravity/applying the force manually reset the in-air timer.
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Wouldn’t that turn any lift into a lifesaving bug?
I think in-air-timers are error prone. For example when engaging in seemingly non-lethal piggybacking, or when landing on a descending elevator that
should
break your fall. I’m inclined to suggest using the
impulse
value of the relevant contact included with the
NodeCollisionStart
event instead.
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That’s what I’ve been saying. You could use the gravity lift and similar things to disable fall damage.
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@Modanung Do you have more details on this approach?
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- Read impulse (see sample 18)
- Impulse too big? -> Ouch!
…where F represents the impulse in this case.
Questions?
This should also work when launched into a ceiling or wall, when disregarding the contact’s normal.
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Okay sound great thanks man.