What you works great except out-of an annoying bug. Often the smoothness control experiences new wall structure/crushed. They will happens when the fresh SCC is on a moving platforms (hence actions vertically) in addition to if SCC moves quick. For some reason new SCC comes to an end colliding getting a-frame (possibly significantly more) when its movespeed is actually high. The project works in the 60fps without any frames per second shed and that i allowed Fixed timestep toward controller.
I tried looking at your password but it is too advanced for me to understand it. Can there be any augment or small hack for it bug?
I am getting the same challenge with swinging platforms in the a task I am implementing…and this looks unusual, whilst try needless to say doing work for my Mario opportunity. Attending explore they. Basically the controller cannot position a floor into the platform and rather keeps increase downward acceleration regarding the law of gravity, sooner phasing thanks to they.
You will find that in the event that control falls toward an excellent vertically swinging platform otherwise jumps with it, the SCC skips brand new moving system but finds the ground below they
Yup, one thing that We have observed is the fact that the bug have a tendency to occurs whenever clamping are disabled toward operator. Was signing the name/tag of your crushed thought of beneath the controller. Because of this the fresh new operator is trapped about slip state for around a moment (because if the scc is prohibited by moving platform’s collider but versus detecting they. ) up coming rapidly experiences new collider and clamps towards the ground below (one that was observed by the scc).