Hanging, transfer up

anthi65

New member
Hi,

I've encountered an issue with transfer up where it sometimes keeps climbing automatically(forever), regardless if there is a ledge to hang from or not.

Any ideas?

the attached picture is the character after climbing in the air for about 30 seconds. It happens intermittently.
 

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anthi65

New member
hmm, read through it but the in position shimmy did solve the double transfer to the right and left(y), but the character keep transfering up indefinitely if he reaches a ledge that isn't perfectly aligned with the hands
 
Last edited:
hmm, read through it but the in position shimmy did solve the double transfer to the right and left(y), but the character keep transfering up indefinitely if he reaches a ledge that isn't perfectly aligned with the hands

*edit*
also noticed that all values for min and max start offset is changing once you start climbing, going back to same numbers no matter what I set them to
I just tried this and can vouch for this, it's not working and here is the video proof:

 

Justin

Administrator
Staff member
The offset values changing could be a problem. In the demo scene the state system is used to set the offset values while the character is in the air. Maybe you have a preset setting the default values?

Also, the hang up does a different check than transfer left/right. On line 574 of Hang.cs you could change:

Code:
                                    (m_HangState == HangState.TransferUp ? m_CharacterLocomotion.ColliderSpacing * 2 : m_InPositionShimmyDistance)) {
to
Code:
                                    m_InPositionShimmyDistance) {

So it'll always use the shimmy distance and not the collider.
 

anthi65

New member
Haven't tried it yet, but I'll do once I rotate back to character movement again. Thanks for your suggestions!
 
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