Solved - Broken CharacterController in my own implementation

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Crushinator
Posts: 11
Joined: Sun Mar 24, 2013 10:27 pm

Solved - Broken CharacterController in my own implementation

Post by Crushinator »

EDIT: Nevermind, I solved the problem on my end. The settings for my character were being setup wrong an gravity was turned off for the character.

I'm trying to use the CharacterController from the demo in my own program, but running into an issue with physical character support. In SupportFinder it finds a collisioninformation pair between the character and terrain, but there is never a contact point for it to check support with. I don't understand enough about how BEPU generates contact points, I'm curious how the character can have a collisioninformation pair, but still not have any contact points with it? My guess is that I've missed something when moving the CharacterController over from the physics demo into my program, and caused this problem. It doesn't seem like an actual collision is happening, the character can walk off cliffs and not actually fall so I don't think they're being affected by gravity, and therefore wouldn't be supported by terrain.

EDIT: Also, I have the character and terrain in collision groups, and the collision group pair is CollisionRule.Normal. I'm not even sure if a collision pair needs to be made if the collision rule is set to Normal, but I thought it was worth a try.
Norbo
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Joined: Tue Jul 04, 2006 4:45 am

Re: Solved - Broken CharacterController in my own implementa

Post by Norbo »

I'm curious how the character can have a collisioninformation pair, but still not have any contact points with it?
If you're still curious: collision pairs are generated when the bounding boxes of two objects overlap. Narrow phase tests are then performed on all such pairs, but many objects with overlapping bounding boxes are not actually touching and so will not generate any contacts.
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