I think I understand how you are creating your geometries (I've been racking my brain on making my character controller)
Do you create two cylinder geometries?
The bottom cylinder is the size of the max step height and the top ones height makes up the difference from the total height
The radius of the top cylinder is the desired radius and the bottom cylinder radius is determined by the max slope so it creates the proper vector between the two bases edges.
I think one thing that contributes to "floaty" physics is that game gravity tends to pull at a constant rate, instead of accelerating like gravity does in the real world.
I think I understand how you are creating your geometries (I've been racking my brain on making my character controller)
Do you create two cylinder geometries?
The bottom cylinder is the size of the max step height and the top ones height makes up the difference from the total height
The radius of the top cylinder is the desired radius and the bottom cylinder radius is determined by the max slope so it creates the proper vector between the two bases edges.
Contacts determine vel direction *chars
TledgEs 1 year ago
I think one thing that contributes to "floaty" physics is that game gravity tends to pull at a constant rate, instead of accelerating like gravity does in the real world.
TuahShinguru 1 year ago