Talk:RigidbodyFPSWalker

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Revision as of 12:43, 12 February 2015 by Smoke fumus (Talk | contribs)

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Nice script! But one thing I noticed is that running in a diagonal direction (x and z) the character moves faster than just running in the x direction.

This project appears a bit dodgy. If you run into the blocks you seem to trigger like a current effect, where the player continues to get sucked in one direction. Please test.

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I just needed it in C#, so I uploaded the translated script, I hope that's all right ^^


NOPE

Ground collision detection method is awful. Once you stick yourself to the wall - you can be sure you'll keep stuck to it. Not only that but if you have slopes - you're screwed. Replace it onto raycasting with distance check, say 0.15f/0.5f off feet (depends on the height of your character)

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