Inverse Collisions Possible?
Posted: Wed Feb 15, 2012 8:47 pm
Hello again,
I have a quick question. =) I have a player with a collision capsule using the character collisions example. If I have a giant cylinder, or box, is there a way to constrain that player capsule, or other objects, to be inside of that object? Instead of testing collisions for being on the outside and walking on the top, side, etc? The reason I ask is because I think it would make some of my level design simpler. I know I could use building static meshes as a collision test, but I am trying to reduce overhead and a few building styles I want to create might have more complex architecture where I want to actually constrain where the player can go, within a simpler shape, kinda early Resident Evil style I guess. =)
Thanks so much for taking the time to read this.
- Michael
I have a quick question. =) I have a player with a collision capsule using the character collisions example. If I have a giant cylinder, or box, is there a way to constrain that player capsule, or other objects, to be inside of that object? Instead of testing collisions for being on the outside and walking on the top, side, etc? The reason I ask is because I think it would make some of my level design simpler. I know I could use building static meshes as a collision test, but I am trying to reduce overhead and a few building styles I want to create might have more complex architecture where I want to actually constrain where the player can go, within a simpler shape, kinda early Resident Evil style I guess. =)
Thanks so much for taking the time to read this.
- Michael