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This issue was created in the GarageGames Repository (Link to original issue).
The issue was originally created by @Duion and had a total of 0 comments that may contain additional information. The original issue description is pasted below:
Currently the player bounding box is used for collision detection, the problem is, that the bounding box does not rotate with the player, which makes the player get stuck.
Cases where the player may get stuck is a 45 degree rotated doorway that normally fits, but as it is rotated the player no longer fits through, since he got wider as he is rotated diagonally and the bounding box encapsulates him non rotated.
Hope this was understandable, if you want to see what I mean you can select the player in the editor and the white box around him would be the correct way the bounding box should be calculated, but it is not used for the collision.
You can make the box that is used for collision visible when you spawn a test AI player in the navMesh editor and have him selected, it will display a green bounding box around him, this one is the one that is used for collision and has the bug.
The text was updated successfully, but these errors were encountered:
This issue was created in the GarageGames Repository (Link to original issue).
The issue was originally created by @Duion and had a total of 0 comments that may contain additional information. The original issue description is pasted below:
Currently the player bounding box is used for collision detection, the problem is, that the bounding box does not rotate with the player, which makes the player get stuck.
Cases where the player may get stuck is a 45 degree rotated doorway that normally fits, but as it is rotated the player no longer fits through, since he got wider as he is rotated diagonally and the bounding box encapsulates him non rotated.
Hope this was understandable, if you want to see what I mean you can select the player in the editor and the white box around him would be the correct way the bounding box should be calculated, but it is not used for the collision.
You can make the box that is used for collision visible when you spawn a test AI player in the navMesh editor and have him selected, it will display a green bounding box around him, this one is the one that is used for collision and has the bug.
The text was updated successfully, but these errors were encountered: