ah.....i think actual math detection works a hell of alot better then any of those collision commands. And it works just as fast.. i dont see any lagging because of it.... i highly recommend doing collision detection judging by distance between the object you dont wanna walk threw.
and if ya wanna make a stair way effect this is sorta how it goes...
i detect if your <10 from the upper side of the object....so if ya walked towards the next it wouldnt dead stop ya...it would lift ya onto the next platform.
also the key to sliding collision on a mathematical detection is very simple.
first detect what side you are closer to on the object. its either on the z axis or the x axis. simply reposition the object to the outer edge of whatever side hes on witch will produce a sliding collision effect.
you can only do this with boxes however....but thats ok.
and on the x and z axis....you might notice your character will catch on the next ledge if an object is right next to it..
fixing one side was easy .... simply push x or z farther away would make one of those axeses to have perfect sliding....figuring that out this is what makes it fully slide
find out what angle your character is facing and simply according to that judge witch x or z to push out further then the other..
ya perfect sliding collision for a platform game that im working on
for those that dont understade a thing i said....say a box is 100,100,100
to do a detect wether your inside the box would be sorta like this:
if object position x(1)>object position x(x)-55 and object position x(1)<object position x(x)+55 and object position z(1)>object position z(x)-55 and object position z(1)<object position z(x)+55 and object position y(1)>object position y(x)-90 and object position y(1)<object position y(x)+55 then maby=2
the reason why y axes detects so low is because you dont want your characters head to go threw the bottom of the box.
my character wasnt a size 50 diameter either he was about a 40 hence the -90
anyways have fun experimenting with that one.