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Dark Physics & Dark A.I. & Dark Dynamix / Are character controllers accurate?

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CocaCola
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Posted: 3rd Oct 2010 18:34
I see in the syntax for character controller creating you have to add an X,Y,Z to it for collision, wouldn't that just make a box over your character instead of being perfectly accurate like a dynamic object? Is there a way to get character controllers accurate like dynamic objects?

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bergice
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Location: Oslo,Norway
Posted: 3rd Oct 2010 21:12
Not sure what you mean, it supports cylinder and box shapes.

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CocaCola
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Posted: 3rd Oct 2010 21:41
thats what I meant, like does it support mesh, but if not then i'll stick to using dynamic objects and try to learn.

I want coke, not Pepsi!
bergice
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Posted: 3rd Oct 2010 21:48
Im not sure why you would want a controller with the body of a mesh, no games does that, because... There is no point.

51fa1db0ec7c4af52d93a6f5d0e86bc5
CocaCola
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Posted: 3rd Oct 2010 21:51
really? what about halo or CoD, with sticky grenades or such they don't stick to a invisible box around you, they stick directly to the part you throw at.

I want coke, not Pepsi!
bergice
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Posted: 3rd Oct 2010 21:53 Edited at: 3rd Oct 2010 21:54
Its a difference between the actual character mesh and the character controller physics body.

If you want to detect if a bullet hits a player you would perform a raycast or collision test to the mesh, not the controller. The controller is the body that makes the character collide with terrain and objects.

51fa1db0ec7c4af52d93a6f5d0e86bc5
CocaCola
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Posted: 3rd Oct 2010 22:17
I want to work on a VERY simple RPG, wouldn't dynamic work better for that though? dynamic works fine if it's 3rd person.

I want coke, not Pepsi!

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