Cheo
Active member
Hello, here is an issue that is quite annoying for anyone working on a platormer. By default, when a character is jumping the Capsule Collider Positioner leaves a gap between the character's feet and the bottom of the collider, as the base of the model is used as the first cap. When leaving things like this, making a platformer becomes nearly impossible as obvious collision issues appear. My personal method for fixig this produced uneven results - by giving another transform the Y value of one of the character's feet and using the OnCharacterGround event to switch the first cap, the collider becomes a bit more correct when jumping, but suffers from some jitter when landing due to it clipping through the ground for a few frames. Here is a video showing all of this a bit more in detail :
As I say in the video, this issue is visible in the demo scene, and we should have an example of how to handle this issue. Once again, this is a serious issue even for some simple platforming, and as such a fix example would be warranted. Thanks in advance.
As I say in the video, this issue is visible in the demo scene, and we should have an example of how to handle this issue. Once again, this is a serious issue even for some simple platforming, and as such a fix example would be warranted. Thanks in advance.